Gran Turismo 5 Preview
The drive of your entire life.
Kazunori Yamauchi is excited. He's showing us three cars from the 1967 Le Mans 24-hour race - the Ferrari 330 P4, the Ford Mark IV and the Jaguar XJ13 - and they all look beautiful. The P4 is one of Yamauchi's favourite cars of all time.
That's not why he's excited though. He's excited because only two of the cars - the P4 and the Mark IV - actually made it to Le Mans. The XJ13 was cancelled just prior to the race. Yamauchi is excited because now he can finally drive the 1967 Le Mans the way it was meant to be.
Yes, we're at another trade show being taught about cars by Kazunori Yamauchi. He introduces us to the Pagani Zonda R'09 - all Batmobile curves and yellow rims - and reminds us it beat the course record for commercial cars at Nurburgring recently. Then there's the Subaru Impreza Sedan WRX STI '10, and the Lexus IS F Racing Concept '08 - "originally intended for the DTM".
Then we see another veteran of 1967, the Lamborghini Miura P400 Bertone Prototype. "Only two were made, but one was destroyed in an accident. The other car was maintained in pristine condition by JW Marriott in the US, so we went and did a session with his car and perfectly recreated it within the game."
We also see the Monza track briefly - a new course for gamescom - and Yamauchi reassures everyone that the game is nearly finished. "Even as we speak 140 staff back at polyphony are working night and day to finish everything," he says through a translator.
The car in front is never finished.
But none of this is why we're here today. We're here to meet "The Red and Blue of GT". The red in this case is A-Spec mode, The Real Driving Simulator, the bit we're all familiar with. The blue is B-Spec - The Racing Simulation RPG.
"In 2001 when I released Gran Turismo 3 it had a name, A-Spec, and that was because I had intended to release a Gran Turismo B-Spec immediately afterwards," he says. "Unfortunately that didn't go too well and though we included this in Gran Turismo 4 experimentally, now we've been able to create what I originally intended. Now this will be included in the game at the same level as A-Spec."
While A-Spec concerns itself with straight-up racing, B-Spec is about managing a team of drivers. Races play out in a "command view" where you can watch one of up to six drivers on your books through a main viewer, keep an eye on tyre wear and relative positions, and issue instructions.
There are several other ways to keep track of your driver's progress. You can go to a full racing view and switch between standard in-game camera angles, and you can switch to a live timing view showing sector times, best and last laps, and the gap between cars.
Every screen shows you your driver's mental and physical endurance levels and whether he's calm or agitated by what's going on. You then issue instructions - to slow down, maintain pace, speed up, attempt to overtake, pit or not pit. Drivers should listen to you, but you need to manage them carefully, because an agitated driver may ignore you.
Yamauchi does a quick demo but there's hardly time to take it in because then he's on to the Course Maker. "This isn't something you would use to make an exact recreation of a road," says Yamauchi, scotching visions of a proper 3D track creator. "But you can make tracks that suit parameters you specify."
He switches to the game and starts by picking a theme - sunset in Toscana, although there appear to be lots of others - before playing with some slider bars and dropdowns to change the number of sectors, course type (one-way or loop), weather and time of day. Tracks can be up to 10km long.
He then jumps into the game via the Test Drive button and within seconds he's zooming down highways through parched fields and villages. He exits back to the Course Maker screen and tunes a couple of sectors, changing the frequency of curves, course width, sharpness of corners, degree of topography tracing and bank angles. When he hits Test Drive again he's facing a totally different course of rising straights and increasingly sharp, technical corners.
More on Gran Turismo 5
-
Review: Steering Wheel Group Review
The wheel deal.
Blog: Gran Turismo Evolution
A video journey from GT1 to GT5.
Interview: Kazunori Yamauchi
Talking the torque.
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Screenshots: Gran Turismo 5
"It's not practical to have a regular course creator," says Yamauchi, "because it ends up being a complicated 3D tool and nobody would be able to use it." Course Maker certainly looks easy to use.
At E3 Yamauchi showed off a couple of the game's photo modes, but he was saving one up for gamescom - the 3D version. "At this point in time I think this is one of the best ways to use the 3D format," he says, inviting us forward to look at a few shots, which are stored in a format that you can output to your PC and share with people. "You can actually get a better experience of 3D if you're looking at a still image."
Finally, Yamauchi shows us kart racing. "This is something we were actually saving for Gran Turismo 6, but the information leaked out so we decided we would just put it in this one," he says. Never mind - by the time GT6 comes out we'll be worrying about flying cars and voting for Obama's kids.
It's been a whirlwind of features and car chatter, beneath which the game still looks fantastic. It may have been in development for the whole of this console generation, but the technical arms race has slowed down and GT5 still looks as good as any other racing game we've seen, and it is, to say the least, comprehensive.
It's also definitely, totally and utterly coming out on 3rd November, says Yamauchi. We ask him if he'd take another year if Sony offered it to him, and he laughs. He says no.
Gran Turismo 5 is due out for PS3 on 3rd November.
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Comments (102) Latest comment 2 years ago
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The course maker does sound cool though...
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the race manager rpg doesn't sound like my cup of tea but who knows
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GT5 will be the biggest racing video game ever created !
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Anyway, I'm not too big a racing fan so I'll pick this one up when it's platinum. I'll focus my attention on other great games this autumn.
EDIT: fixed a typo. I'm no native English speaker
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On a side note, surely this game will have to sell an absolute bucket load to redeem the amount of money and time spent on it.
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Sounds like a pretty realistic racing sim if my rather limited knowledge of Formula 1 is anything to go by.
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They might not be about racing, but they're about driving. Haven't had more fun with another racing series in that regard. As far as racing and AI are concerned, there are indeed better alternatives, like Simbin's games on the PC. And maybe Forza, never played that.
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I'd buy it just for the achievement alone, and spend hours just looking through the manufactures and drooling over the cars. But to hear of all the features makes me very happy.
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Edit: COULD BE, alot of bugs
Im just not confident in PD anymore.
the Forza games are atleast far superior to the Prologue version in handling and driving. But im not counting GT5 out just yet.
For all who has only played past GT games or prologue, you owe it to yourself to try forza 3 out. It is a far better racing sim, and its fun, even for the people who arent really into racing (like if you liked the previous GT games).
Forza is the king for now , lets se when november passes if it still is.....
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Great attitude. A real trailblazer.
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I logged in just to +1 this comment. Sarcasm at its best.
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It's great living in the future!
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In your opinion. I think Forza is a bit too accessible to be considered a racing sim in the strictest of terms. It is still a great game and always would have liked to try it with the wheel cause I don't think the analogue stick on the 360 pad did the handling justice. As for handling the GT5 Academy was better for me, having to control the left stick to go round a bend, instead of pushing the left stick as far as I could to the left then as far as I could to the right to balance the car, made it feel more realistic. But that's just me.
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I won't be buying a steering wheel so the pad is my only option.
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All the delays haven't bothered me in the slighest, if the game isn't ready, the game isn't ready. I'd rather them delay it and get it spot on than release it early and mess it up.
And after reading this, watching recent trailers, reading interviews etc it really does sound like it'll be spot on, and could very well be the best racing game we'll ever see.
EDIT - Seems I've upset a couple of Forza fans?
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The best way to use the 3D format is looking at some still screenshots? Oh, Sony is not going to like THIS.
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20 locations, 70 different tracks, over a thousand cars and an excellent car encyclopedia, GT5 looks insane. I've got my PS3 for Valkyria Chronicles and with the hope of a quicker release of GT5, but GT5 looks like a game that deserved the long waiting.
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Have the PS3 Dualshocks got the same style trigger buttons as the PS2s? If so then DiamondIce has a very good point.
Throttle and brake pressure are vital to maintaining traction, and a range of movement here would be very important I would have thought?
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Loved GT2 with all my heart, played it nonstop throughout my university days. GT3 and 4 left me a bit cold though. Am hoping 5 will be the one to pull me back in to the fold. They just need to not focus too hard on giving you a crappy car at the beginning and making you race it a million times before you can upgrade. I've had enough of driving a Nissan Sunny at 40mph around Nurburgring.
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Source?
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P.S forza will suck donkey balls compared to this game.
wow all this negativity for trashing forza lol fanboys eh.
forza is a great game obviously and i play it loads but im sticking with the donkey balls comment because gt has and always will be king.
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After putting around 150+ hours in to Forza 3 I was picking up on small faults that started to ruin the game, but that happens with every game I play for extremely long periods of time and GT5 will probably be the same.
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- What if it really is that good to be worth the wait?
- And could anyone else have gotten away with it except for Sony and PD, regardless of your stance this generation?
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I'm not sure that hearing that all the people at PD are working day and night to get it done is a good sign.
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Well, the only figure anyone has seen for a budget is US$80m, and that's probably an over-estimate since it was on a "top 10 game budgets" list alongside some other suspiciously high figures. Even if the budget was US$80m, that would have paid for GT5 Prologue as well, and Prologue now has sales over 5m, so quite a significantly large amount of the budget appears to have already been recouped.
Some of the budget probably went towards GT PSP as well, and although that hasn't sold spectacularly compared to other GT games, it hasn't been a failure either, having sold 1.8m.
So as crazy as it may seem, it really looks like GT5's budget has mostly been covered before the game has sold a single copy - and perhaps has even been completely covered.
Have the PS3 Dualshocks got the same style trigger buttons as the PS2s?
No, the PS3 controllers have a much greater amount of travel, they're basically inverse triggers. They're still not great though, but they're considerably better for racers than the standard PS2 controllers were. Most games shops, for a tiny amount of money, sell trigger add-ons that improve things a bit, the improvement being most noticeable on racing games. There's also a few other potential solutions, such as using the right analogue stick for acceleration and braking (not something I think that I'd ever be able to get used to, but it's been an option in the GT games since the very first one, so plenty of people do prefer it), or for serious players, getting a wheel.
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Never said the PS3 buttons weren't pressure sensitve, but I would be concerned about the RANGE of movement.
Using the right analogue sounds like a good alternative.
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Guess Massa won't be buying this....
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It's supposed to catch Trolls/flamers, not everyone with an opinion you don't like.
Same goes for fknetwork ..
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If you'd read my post you would have seen that I mentioned about pressure. Stop getting your knickers in a twist and read the post. I was in no way 'trash talking' the game.
The triggers (to me) do not seem as sensitive in terms of the degrees of pressure that can be applied (as the 360 one).
Edit:
I haven't tried using the analogue stick for acceleration / braking. I will have to give it a go as this seems the only viable way of creating the degrees of sensitivity required for a game like this.
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This aside GT5 look astoundingly real and fluid, as the other games did for their generations. As sharp and involving as the handling of cars feel in GT, I just hope they've done something about the sterile 'on rails' racing this time around, instead of churning out the usual 'car porn' simulator.
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I've allways found with titles that take this many years to develop, theres an anti climax feeling when you finally play the game you cant help feeling a tad disappointed. The recent Mafia2 which has also been a long time coming, is a perfect example of this although GT5 will obviously be polished to the nth degree.
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GT5 looks spectacular but other than the graphics has the "gaming experience" really changed from GT1?
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]http://i44.tinypic.com/awcah1.gif
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An example of AI swerving to dodge player.
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What part of that was the counterargument? What are we supposed to be looking for in over 2 minutes of gameplay?
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I mean specific references and instances. You can't just link to 2 1/2 mins of random gameplay, without pointing out any of the occurrences you think represent poor AI, and call that a counter argument.
I'm not a driving game person, but I do know about real motorbike racing (and a little bit about car raciing, but not much). I watched that vid, and tbh nothing stood out. Now I am quite ready to accept I don't know what to look for, but that is where you come in, pointing out the issues. Otherwise, its not really a counter argument, its just..... stuff.
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About 55 seconds i the player takes a curve at the inside to pass an oponent and the oponent doesn't sway. He stays on his line and eventually touches the player. The whole footage is typically GT AI, with cars that don't overtake each other put just seem to be attached to a string. If the player would drive more aggressively you'd notice it even more.
Well, GT has always been about keeping the perfect line and racing with beautifully recreated cars, but the excitement and tension of racing doesn't come over to me. I like GT, but I enjoy the more spectacular racers with better AI more. (Like GRID, not a simulator per se, but the AI adds lots of tension in my opinion)
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]http://www.youtube.com/watch?v=RyzmjgePmhk
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Go to 4:50 3 AI cars going into a chicane side by side. There are no strings/perfect racing line.
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The screen tearing in Prologue is so minimal that I am actually surprised it gets mentioned so often - I only ever noticed when lots of dust is in the air, and in split-screen mode. I bought Prologue pretty late (this spring), so I almost think it must have been worse, but updated in the meantime?
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"About 55 seconds i the player takes a curve at the inside to pass an oponent and the oponent doesn't sway. He stays on his line and eventually touches the player."
At the point you mention, the player is behind the car he is passing. In an instance like that the car in the lead is CORRECT to hold their line. It is the job of the player trying to pass to ensure he/she remains clear.
The car is front isn't duty bound to move out of the way just because someone tries to stuff their way past - how on earth could any race be conducted if the car in front had to give way to those trying to pass him? The car BEHIND is the one with the responsibility to remain clear. Those are the rules of racing.
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Don't they understand video games are moving to subscription based service? I want to pay 10 bucks every month to get access to a game with less than half this much content. Not a one time purchase. Jesus get with the times Sony...
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Whether it is enough to be an essential purchase for anyone who has Forza3 though, I don't know. Were that track editor fully formed I would have said yes, now I'm not so sure.
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I wouldn't be suprised if the reason Top Gear changed cars this season to the Kia is because it is in GT5
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Well yeah they were, and so that's why I said there's barely anything between full and no acceleration.
Its hardly ideal is it though.
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You can sit there complaining about the AI not being perfect, I'll be online driving against fifteen other players.
I'd rather they spent their resources on important things such as handling, tyre modelling, car modelling and track creation than things that ultimately don't matter that much such as AI and cosmetic damage. I'm driving, not crashing and the best part about racing is not racing against a computer with limits and rules, but racing against the unknown - humans, who can be just as devious and tactical as you and far more unpredictable.
It's just a shame the course creator only goes up to 10km, I'd have liked to be able to drive a 30km long point to point.
Also the lack of a livery editor is a blow, but it wont be the end of the world if the key features are up to scratch, which they certainly appear to be.
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Because *gasp* some people want to have a fun game without going online? The whole experience of progressing through some kind of challenge and fun cannot be so foreign to you?
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Previous GT games haven't aged very well gameplay-wise (not counting GT5 Prologue since I haven't tried it).
I do find it strange to release a Prologue and everyone is happy to pay more money when GT5 "Final Product!" is out. To me it's like paying for a Tech Demo.
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Rally is of course different but then even in GT3 the head to head rally stages had you properly fighting with the other driver.
If you people all over the place mayhem driving then hit up the online multiplayer. Human aponents alway give a better racing anyway.
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Is that so? I thought, I had played Prologue with acceleration on the right stick and brake on the square button, but I might be mistaken. Haven't fired it up for a while.
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I don't want to make this an GT vs Forza argument any more than it already is (I really like Forza 3) but I didn't see anything in that video that couldn't equally apply to F3, with the addition that in F3 the bastards can be relied upon to actively ram into you with no consequences to them at all.
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true off course. But still feels incredibly weird. The AI of that driver just doesn't feel right. Anyone would indeed try to cut off the driver that's passing him, but they would not touch them. It's the AI driver that touches te player, not the other way around. It feels odd. Especially because there is no damage.For the whole duration of that video the AI cars keep driving the same straight line, without even giving a notion of trying to race competitive. It's like watching a automobilist club doing a tour on a test track. That's where I have trouble to really feel any excitement when I play GT. When I do such a manoeuver in GRID, the opponent will also keep his line and maybe touch my car, but it has effect. My car gets damaged or pushed off track and I'm punished. And more importantly, it feels realistic.
@Scimarad: I don't own an Xbox nor a 360 so I never played Forza before. I've only got a PS3, PC, PSP and DS as game systems. I did buy GT1 on PSX, GT3 and GT4 on PS2 though... I like the series, but I've got a feeling they got a bit stuck in the year 2K when it was ok to have such sterile races. (But there's GT5 footage that looks more promising on the AI-area
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I own and play FM3, it's a great game but not without the weirdness and things that people take advantage of, lets hope PD has built a tighter ship. Lord knows how screwed up that performance index thing is on FM3 online. Now will they show some of the livery editor as I cannot wait to deck my McLaren F1 out and hit the online circles.
People talking about using the DS3 for driving, it will be hard, but I suggest you use the aids, such as the steering correction and perhaps traction control. I tried driving GT5 Prologue with a controller, man that was hard then I got better, but it's no where near as good as using a wheel(G25). One issue that pops up with the H gate are 7 and 8 gear cars, have to switch to sequential shift or paddles. Hope to see many of you online, Nov 2 i will be sorting out my collection, by the 3rd I'll be testing out the online.
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http://www.gtplanet.net/first-video-of-g...
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They're also about caring a lot for people who don't own the platform they're on.
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(You may say that I am nitpicking but , hey, when everything is so perfect, so should be the trees
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You summed up just how I feel there. This will be one of those "special" games to chill out to on a winter night.
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That has been my experience with the game when factoring in a total of 6 cars including yours truly, but now that there are going to be upto 16 cars it is going to turn the whole game upside down IMO.
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I think that tends to work for most competetive games! j/k
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"Anyone would indeed try to cut off the driver that's passing him, but they would not touch them. It's the AI driver that touches te player, not the other way around. It feels odd."
I still disagree. The driver in the lead wouldn't be actively trying to cut off someone passing them. Indeed, THAT would be considered a penalty against the driver in front. The crucial thing is that the driver in front may not even be AWARE of the driver behind him.
As I said earlier, the responsibility for remaining clear lies with the driver at the back. The driver in front has no obligation to account for the position of anyone behind him/her, and as such he is very unlikely to be even looking in that direction. I know if any of us go kart racing we are all looking over our shoulders because we develop little personal battles with other drives (its what makes it fun), but in real racing it doesn't work like that. The only concern a racing driver has for the other drivers in when he/she is overtaking a car that it in front of him. If he isn't overtaking anyone, then a good racing driver is concentrating on making progress as fast as possible.
Lets use MotoGP as an example. None of the bikes have mirrors, and riders never look behind them. They don't need to look behind them, because what is going on behind them is simply not their concern.
You say that a real driver wouldn't touch if someone cut up the inside of them. This is simply not true. If a car cut up the inside in such a way in a real race, there would definitely be contact. However, the reason we don't see this sort of thing frequently in real racing is because the driver BEHIND wouldn't make such a bad attempt to pass in a real race (not if they were any good anyway). So I guess, the reason the scene in the video looks unrealistic, is because the actual human in control of the player car is a not actually a trained driver, and is in fact a little bit rubbish at overtaking
"For the whole duration of that video the AI cars keep driving the same straight line, without even giving a notion of trying to race competitive. It's like watching a automobilist club doing a tour on a test track."
This is frequently a complaint about Formula 1, and its the reason I much prefer motorbike racing. If every driver is really bloody good, and they all take the racing line, in the fastest time possible (which of course is exactly what we would expect them to do), very little overtaking occurs and the race is boring to watch. It is mistakes that make for interesting racing, and good drivers (which the AI represents) don't make very many mistakes.
Edit: I agree about damage, but that is a different issue.
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How insulting a comment is that? It's a wonder that anyone's ever managed to create maps for shooters... and how the hell did anyone create a mod for a game when we're all so useless!?!?!
There's nothing wrong with admitting a feature hasn't appeared because the programmers are incapable of implemented it because of time (although I think that's a poor excuse in this case) or that the developers don't possess the skills to add such a feature to a game, but to suggest it's because gamers wouldn't have the intelligence is incredibly insulting. Perhaps this is a cultural thing. Perhaps Japanese gamers are notoriously dumb!!!
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Sure GT will have some robust online features, but all I'll care about is the single player come November. The online part won't even get touched until 2011.
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You ever created a map or mod for a shooter using only a DualShock or steering wheel?
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"I'm expecting much lower than expected review scores, a lot of people not impressed with the driving physics of the latest build. "
It would probably be considerably more accurate to say you are "wishing for" poor review scores, and here's why.
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"Great attitude. A real trailblazer. "
You just need to look at his profile/game collection to know the motivation for this attitude of his. Actually, most of the derogatory comments on here could be attributed to such console loyalties.