Gran Turismo 5 online
What it does, what it doesn't do, and what Polyphony must do to fix it.
One thing's for sure: few game launches in recent memory have been as dramatic as Gran Turismo 5's. Rumours swirl around its eleventh-hour delay, weeks from its street date of 3rd November, and its subsequent, rushed appearance at the end of the month. Maybe one day, we'll know the full story. But given the state of the final game, there does seem to be an obvious culprit: its online features.
These were completely disabled when we received our review copy of GT5 days before launch, and remained shrouded in mystery until patch 1.01, released less than 24 hours before the game hit store shelves, unlocked them. What we found was a mode that was missing several vital features, was bizarre in its construction, and offered a frightfully unreliable play experience. Even producer/director Kazunori Yamauchi has admitted that GT5 online is in "a critical state".
As I hope my review makes clear, Gran Turismo 5 is a gigantic and in many ways magnificent game, even without its online multiplayer. Whether it's worth buying on its offline merits alone can only be up to you and your personal gaming preferences. But this troubled online mode clearly deserves a closer look.
1/20 Quitting from a room dumps you back to the GT homepage rather than the Open Lounge list – yet more poor navigation.
One of the most interesting revelations of the past few days came in the admission yesterday that online play was blighting the offline experience, because the game is in constant communication with the net.
"Because GT5 performs online access not only when participating in online races and using community features, but also when starting the game and during the various screen displays in GT Mode, unfortunately this online congestion is also affecting standard gameplay," states the in-game news feed. It goes on to advise players experiencing trouble actually to disable their PS3's internet connection if they want to enjoy the offline game without issues.
Embarrassing as this is, Gran Turismo 5 is hardly the first online game to experience serious playability problems due to demand outstripping the servers' initial ability to supply. (Remember the pain of trying to play World of Warcraft in the early days?) Play habits calming down and, one hopes, infrastructure improvements should eradicate this issue.
But the odd thing, given the currently limited online feature set, is that this constant communication should be happening at all. It suggests that Polyphony's ambitions for GT5 as an always-on network game far outstrip its current, slender implementation.
1/45 Foolishly, the default number of laps for online races is just one. Many players neglect to change this and races end before they've begun.
Another clue to that lies in the Community tab on your homepage within GT Mode. Rather than offering online features in GT5's pick-up-and-play Arcade mode, Polyphony has nested them within the game's sprawling career in an apparent attempt at integration. GT5 online is not an afterthought – for all that it's been delivered like one, and currently looks like one.
The Community tab is a sort of bespoke, feature-rich in-game friends list. Here, your PSN friends who have GT5 appear automatically in a tab. You can communicate on Facebook-style walls, give friends gifts (cars and items such as tuning parts, paint colours and Museum cards), follow each other's game progress in the Log, send in-game mail and set up a private racing lobby for friends only called My Lounge.
It doesn't work flawlessly, but this is the best-finished and most interesting part of GT5 online at the moment. It's an interesting and valid approach to community, too.
Xbox 360 rival Forza Motorsport 3 has built an impressive community service around customisation and trading features, especially the ability to create elaborate paint jobs and tuning setups and sell them for in-game money. Polyphony has taken a more limited but more personal tack, appealingly centred around your friends; it shares some of its philosophy with Need for Speed: Hot Pursuit's Autolog. If you expect to have plenty of friends playing GT5, and like the idea of games where you don't feel alone even if playing mostly single-player, the Community screen is a plus.
Before we get to the business end of things, let's talk about two of GT5's ancillary online features, both of which are strictly for car nerds only. Gran Turismo TV offers pin-sharp HD video content for download; it's currently all free, although videos will be sold in future. As a long-time classic car buff, I enjoyed watching the beautiful films of historic racing and concourse competitions, and footage of Yamauchi poring over a six-wheeled Tyrrell F1 car. But Sony will have to come up with superb content if it wants this to make money as a pay-per-view service.
The Museum, meanwhile, offers a collection of "cards" – annotated photos – about the history of several important car manufacturers. These are unlocked at random as a reward for logging into GT5's online servers. It's pure collectible fluff, and would probably be of more interest to enthusiasts if the photos were reproduced larger on screen.
If you want to race others online and aren't using a private Lounge, you'll need to use the Open Lounge, which appears on a sidebar of your homepage – with a conspicuously empty space beneath it, for more features, perhaps. Hopefully, this is where we'll eventually find time trial leaderboards. To sim racers, lap times are just as if not more important than race performance, so their omission leaves a gaping hole indeed.
Yamauchi told us this week that leaderboards are "in the process of evolution" and planned for a future update, along with a matchmaking system. These changes can't come soon enough.
The absence of matchmaking when you arrive in the Open Lounge is a stark and unwelcome reminder of what online gaming used to be like. There's no ranking system in place, and no quick match option either. You're simply presented with a randomly-ordered list of all the rooms currently active, and you pick one. The list can be filtered, but there aren't enough options available for this. Each room generates a string of 20 digits which can be input to jump straight to it, an excruciating longhand version of an "invite" option, but better than manually browsing for it.
1/21 Every once in a while a race will hang on startup, and half the field will join half a lap late.
You can see the latency of the room and its "race quality" in this list; race quality dictates how much information is being sent and received in order to fit the speed of players' connections, and thus the smoothness of the race. Inadvisably perhaps, this is actually a manual setting.
Either way, they're not a reliable indication of the quality of the experience. Even high-quality, low-latency races can be glitchy on the track, but menu responsiveness is by far the bigger problem. It's not at all uncommon to find yourself stuck in the "lounge" area of a room and unable either to join the race or quit. On one occasion, I found myself trapped for 15 minutes in a purgatorial Free Run phase with no-one able to start the race proper.
Four times in the course of one evening's play, I ended up having to use the PS3 XMB to quit a frozen game and reboot. I'm not sure the blame for this can be laid at the door either of server congestion or poorly optimised netcode; it has to be both, working together in awful tandem to ruin the online GT5 experience.
Not that it would be fully satisfying even if it were perfectly smooth. When selecting your room, you can also see which track is currently being used and the race type: Normal, in which you choose your car, and Shuffle, in which the game selects it for you. But many other important parameters can't be seen and it's up to the owner of the room to advertise them in a text field. Since most don't bother, and since rooms change ownership and their tags end up being inaccurate, you end up taking pot luck. Absentee hosts are also quite common, and there's no way to deal with them.
Race selected, you arrive in the Lounge screen where you can tinker and chat. GT5's support of text chat is rare and welcome for a console game, although voice chat via the PlayStation Eye camera is somewhat bizarre – you can eavesdrop on players moving furniture and arguing with their children. If a race is currently under way, there's a good spectator mode with all the features of GT5's excellent replays. You can pick a car from your Garage and adjust your tuning and driving options here, but unfortunately you still can't view the parameters the host has chosen for the room.
If that host is you, the options available are a mixed bag of interesting, novel inclusions and silly oversights. You can either have total control over the track selection or put it up to public vote, but even in the latter case you still have to pick one from the vast available list: there's no shuffle option to keep the racing pace up.
Shuffle race – which assigns cars randomly, but offers faster cars to players who placed lower in the previous race – is a great idea, but it's currently unpopular. That could be because, no matter where the room owner sets the "Shuffle ratio" for the quality of cars, they all seem to come from the lower end of the performance scale.
I like the concept of Free Run, too – a period where players can try test laps together as the room fills out, and which can even be used for grid qualifying – but its implementation is botched. You can't set a time limit for it, and any player can end it and start the race, which means it's never used properly. The host should be given partial control over automatic limits here.
More satisfying options are the tense "false start check", with which it's possible to jump the starting lights and end up penalised, and the choice to set the grid order by fastest first, slowest first or a reverse grid based on the previous race result. An optional boost for slower cars is another thoughtful inclusion.
The real problem in the room settings is the regulations. Tyre restrictions and toggles for the various driving aids are all present and correct, but the only car restriction options are for racing karts, Ferrari F1 cars (only available at obscene expense in GT Mode) or to manually piece together a permissible selection from your personal favourites and the recommended cars in the Garage.
Other than that, it's a free-for-all, so most Normal Race rooms end up with a ridiculous melange of hardware, from superminis to racing cars, in totally unbalanced competition. Thankfully, this will be the first thing about GT5 online to be fixed; Polyphony promises weight and power restrictions will be added this weekend. They won't function as well as Forza's brilliant performance grading system, but they'll do.
It's not top of our fix list for GT5 online – that would be network performance, then leaderboards, then matchmaking. (Some kind of reward for playing the online game, prize money at least, would be nice, but that is a distant pipe-dream.) However, it's a start, and Yamauchi is at least talking the talk as far as listening to players and making improvements is concerned.
Knowing his perfectionism, it's possible that the GT overlord is privately very unhappy about the state of the online game. Indeed, some will have you believe that Polyphony was so dissatisfied with online that it wanted to ship Gran Turismo 5 without it, but that Sony effectively held a gun to the developer's head.
Should it have been allowed to? Maybe – or maybe not. There's nothing like the baying of a dissatisfied community to focus a developer's mind. Polyphony has consistently underperformed in this area, from the cancellation of GT4's online mode to GT5 Prologue's disappointing offering, and perhaps the only way for it to learn is on the job.
Like the offline game, some strange choices have been made in how Gran Turismo 5 online has been put together. But, like the offline game, that doesn't mean it's without potential. It's just that almost none of that potential is realised in the current compromised and broken experience, and it's going to take a lot of work to set that right.
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Comments (66) Latest comment 1 year ago
Comments for this article are now closed, but please feel free to continue chatting on the forum!
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Here's an idea: try releasing a game after 6 years in a FINISHED state and don't rely on the well meaning fans to 'understand' and be patient for a possible fix.
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ps.
Cue retards, with usual retarded comments..
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Not one drop in frame rate, no lag, nothing!
Can't see what's hapening to everyone that has a problem
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So - marked down because I shared my personal experience of this game's laughable online service. Jesus fucking christ.
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Two trolls don't make a... whatever the opposite of a troll is.
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- I've fitted a new HDD, as the install requirements are a sad joke - not enough RAM, BD-ROM speed is too SLOW.
- The online features actually work properly. Sony 'can't do' networked software and services.
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I/We must quit moaning or that kaz bloke wont make another, Im sure it will be repaired in the not to distant future but when it works it works good.
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Reviewers trying to be developers?lol
Make your own game and then you can cry about complaints
Oh and if this is a 9/10 game then everything is near perfect...hehehe
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You should never rush these things.
Seriously tho', if this is as good as it looks (apart from online), I might get a PS3. I still look back fondly on GT2 on my PS1 (which still works!). Wanna play Demons' Souls too. Any news of a price cut?
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Looking forward to when EG does articles again.
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No way should it have got 9/10 with this type of issue. I'd say that this release was a test for the impending PS3 release in March but that's garbage; that's the FF XIV excuse. Sloppy sloppy sloppy. No no no.
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Seriously, if this game didnt have the Gran turismo name attached to it you really would have to question if it would of still got it's 9.. the review certainly didnt read like it was deserving of it. Potential's there, no doubt, but you don't give marks on "what could of been".. you have to review on whats offered!
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9/10 to Fallout NV, 8/10 to COD BO, 9/10 to GT5... Polish should be an important factor when you review a game, and the dev's promises shouldn't be taken into account - may I remind you that Obsidian still hasn't fixed the console versions of fallout, 2 months after release? That most of the games that ship with broken MP always remain somewhat broken (gears2 , MW2)?
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For me it will be another week or so before I even look at online as the game is just so huge I am still discovering all it has to offer. People make out that without online working properly it is a failure but it is the driving that makes it so great. I think we all know the online elements will come. It wouldn't be the first Sony online game to have initial teething troubles and credit where it is due those games had their issues resolved.
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Seems sensible for them to put up a robust system later than repeatedly have to wipe everyone's times.
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Very true, the troubled release of GT5 shows that Turn 10 has accomplished an amazing achievement in the relatively short amount of development time.
However I'd say GT5 is also quite a bit more ambitious in its goals and despite the flaws I still think GT5 is also a stunning achievement and well deserving its 9.
Still, there's no real excuse for the state of the online features after all this time, even though I'm personally not at the stage that I would go online just yet. I just got my copy today, so I'm just practising and looking in amazement at all the features and improvements over GT4 (and my first impression is that it's *really* a lot better, especially in the handling and sense of control and feedback).
Great article, BTW, and great review too.
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A few times I've had to quit via xmb aswell due to buttons not working. That combined with a user interface that looks like Gt4 never happened has put me off. In fact the whole games UI seems to have gone backwards, its like a fridge door with magnet pictures just stuck on by a three year old. (Tangent)
Messy.
Secretly I still love Gt.
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Really need to level off cars, I try to pick a level car then someone uses a zonda. If you try to select a different track when hosting a game someone can start it then your unable to join in current race.
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I don't own a PS3, and I will never own GT5 because I don't like simulations (give me Burnout 3 any day) but I have no doubt that GT5 will, before too long, be the game it was meant to be. I don't think it's fair to be angry at the reviewers for thinking the same thing.
Yeah, it kinda sucks that it's not as awesome out-of-the-box as we hoped, but you should be angry at the developers and publishers. Hopefully the games media will be a bit more sceptical after this, and the devs/pubs will have to respond by upping their game. There's a lot of fanboyism flying around, and if anything I'm a Dreamcast + 360 fanboy, but (like it or not) the GT series is the standard-bearer for driving sims, it's one of the few games that non-gamers know. It's good for all of us gamers if GT5 is top-notch and successful (so lets hope they sort it).
And yep, the above is a random collection of barely-related thoughts. They're still right though!
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That it would appear to have finally launched before it was ready is rediculous given the time they've had and only confirms in my eyes how talented the team at Turn 10 are.
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Another thing I want to see is an "imported" icon, I bought some Japanese sportcar in the GT mode, thinking it was a premium model, but alas, it was not.
Still I like the driving, but I have mostly done time trial. The AI seemed okay though, on par with the one in Shift and PGR 4.
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From what I've read the driving with the pad isn't very good on GT5, it's a shame then they couldn't have done more to improve the experience for those people who can't feasibly set up a wheel in their living rooms/den.
That said, with 5 years in development and all that money, they simply shouldn't be patching up sections of the game.
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WoW wasn't a single-player game jeopardized by constant online checks because it's... Really, what kind of comparison was that?
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Hopefully it will get patched up pretty quickly, but there's no excuse really when games such as Uncharted 2 ship with superb multiplayer from day-one.
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Do you think Sony wants to spend any more money on this game? Quantic Dreams promised DLC support for heavy rain, look what happened. Right now, PD makes promises with Sony's money. And Sony knows that GT5 will sell on brand loyalty anyway, GT5's issues and flaws won't make any impact on sales. And since PD, with 5 years of development time, hasn't even been able to include LEADERBOARDS on launch day, Sony would be wise to call the whole thing off, and have them focus on cars+ tracks as premium DLC, better 3D support and some kind of Move support.
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Old wheel is up for grabs
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I'm sure I'll give it a try in GT5 sooner or later as well, but for now there's so much enjoyment to be had just taking a 458 Italia, an R8 V10, a McLaren F1 or any number of other fantastic (premium) cars around the Nordschleife - or doing special events or races against the somewhat competent AI (actually vastly more competent than around 80% of the human players you tend to find in random online races
But of course that's not to say that I wouldn't very much appreciate some decent online functionality once I do decide to jump online.
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Don't worry, the G27/25 are in a completely different league than both the cheapest Driving Force models and the Driving Force Pro/GT. That applies to both the wheel itself, the force feedback, the shifter unit (the only part of the set that has a slightly flimsy feel to it, but my G25 set has nevertheless managed to last four years so far, although I have used the paddle shifters a lot more than the stick) and first and foremost the pedals.
I've owned three wheels over the last eight years or so - the original blue and black Driving Force (I think they phased that out years ago, if I'm not mistaken the one they call Driving Force these days is a truly crappy wireless wheel?), the Driving Force Pro and finally the G25 since late 2006. Each one was a major step up from the previous one, but the G25 by far the biggest one overall.
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Its the blue/black one with a dpad but not wireless, its in the settings for gt5 but u cant change any settings. It worked better on prologue, more feed back. Hardly any an gt5
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How do these games get to see the light of day with so many bugs? Fallout:NV, im looking at you!
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New Vegas is on online only game cos of all the bugs.
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...9 out of 10.
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"patch,patch,install,patch,patch,patch,install..."
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I got suckered again and bought this during the week. I can't believe it's so unfinished after 5 years with no real changes to gameplay since GT1. We still have bumpercars at each corner with no damage or car performance degradation as a result.
And it doesn't look that much different to the demo I downloaded the day I bought my PS3 in March 2007.
What have they been doing for the last 3 years?
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But after reading a lot of the comments here and around the internet something must be done!
I don't care about brands I only use what's working best for me in the present moment. I do my writing on a mac but I mostly play on my 360 and i've been mostly dissapointed with the performance of my ps3...
What I don't understand is how some of you can defend something that in it's present stage is broken (doesn't matter how long we've waited or how good their previous title was).
Is it because your used to nothing better( never go online, etc...)?
Is it because your standard are so low ( putting on your latest greatest hits mix on shuffle on your Ipod, actually thinking it's good music your listening too...)?
The point is why not just accept they've given us half a product and to show them we're not happy, we'll skip buying it until it's either fixed or sold at half it's price...
If we let companies continue to sell us broken products, in the end we'll all be losers!
I say it's time to wake up...
Eric.
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Not buying the product would only lead to a massive financial disaster for PD and they would probably disband, leaving nobody to develop a sim racer on the PS3. I'd rather have the game, thanks.
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Sounds like the same one I had many years ago then. The G27 is going to be a massive upgrade.
And just a note to save you some possible confusion once you fire it up for the first time in GT5 - neither the G27 nor the G25 are listed under the supported wheels in the GT5 options menu. Both work fine though, and for the G25 the Driving Force Pro options can be used to remap buttons, as all the buttons on the G25 wheel and shifter unit corresponds to regular controller buttons.
From what I've read though, there might be some problems with mapping the additional wheel buttons on the G27, but you should probably be able to find answers to that on the gtplanet.net or GameFAQs forums. If nothing else the wheel will work just fine with the default mappings, although it is a bit of a shame of course if some of the extra G27 buttons might be wasted. I'm not sure though.
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The hardest thing to do was find the socket the ac lead goes in cos I couldnt see the hole. Also I couldnt get the reverse to work, forgot about the clutch. Very good and almost silent unlike my old one which wirred away. I going to take some getting used to which is odd cos I drive a manual car everyday.
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If online arcade racing is the only thing you are looking for and realistic driving simulation is not your thing, you might be better served with some other games, like NFS.
If accurate translation of how driving cars feels is what you are ACTUALLY looking for, then no better game than GT5 (I have the GT5 CE).