Gran Turismo 5 Prologue Review
Running rings around the PAL version.
Version tested: PlayStation 3
Doing things in high definition takes longer. We all know that. The average car in Gran Turismo 4 was made up of over 4,000 polygons. The figure for GT5 Prologue is meant to be higher than 200,000. Being pretty goes a long way, but with 71 cars and just six tracks (High Speed Ring, Daytona, Fuji Speedway, Eiger Nordwand from Gran Turismo HD Concept, Suzuka Circuit and a section of central London), it will have to go a very long way, right? That's not a lot of content, even when you factor in a second variation of each track. GT4 had 721 cars. GT5 Prologue launches in Europe with 71. We may be 11 million polygons ahead, but we're 650 cars behind.
Fortunately, Prologue does a lot with the means at its disposal. 30 race events are split evenly across three classes. Initially you're hauling cheap Suzukis and Hondas to the front of 8 to 12-car packs for two or three laps, reinvesting the prize purse in faster cars. As the field thickens with Skylines, Imprezas, Mustangs and Ford GTs, you're asked to go further, the AI pushing you harder.
Complete A-Class and you unlock a Quick Tune feature - new for the European Prologue - that lets you adjust weight ratios, aerodynamics, ride heights, camber angles, torque balance, gear ratios and other performance-related settings, with your work graded against a performance index. You can make real-time performance adjustments during races by assigning custom configurations to buttons on the Sixaxis or Driving Force GT wheel, and a further run of ten S-Class events specifically for tuned cars pushes you harder still, penalising you for ramming or taking shortcuts, in a field of 16 cars just as if not more tricked out than yours. Even if you coast through A-Class, S-Class will force you to regroup and work out what all the dials do.

When you buy a car, it drives out of the dark toward you and brakes suddenly as threatening music plays. Nobody tell Audi's ads company.
To get that far takes over a dozen hours, and you probably have fewer cars than that in your garage when you do. You can also race in Manufacturer-specific races, hidden away in the Dealership screens, for extra credits. Then there's Arcade mode, where you can tackle any of the game's tracks in whichever configuration you like, with any vehicle, either as a one-off race, a Time Trial, or a Drift Trial. Drift Trial is what kept us picking away at Gran Turismo HD Concept for so long, throwing the back out around Eiger Nordwand and watching videos of scarily dedicated Japanese gamers doing the same thing more effectively on YouTube and trying to copy them. Now you can do it with far more cars, and a range of tuning options, on six tracks. Also new to the European Prologue is two-player, horizontal split-screen racing, which works without any obvious dip in performance.
On the track, those 200,000 polygons glide through turns at 60 frames-per-second, a few slight dips excepted, in the promised 1080p resolution. A lot of them must have gone into the car interior, from where you can now view the action if you prefer, watching your driver's gloved hands gently correcting slides and reaching for the gear-stick, and looking over your shoulder past stupidly accurate rear spoilers. The weather is consistently bright and cheery, limiting track conditions but allowing you to gawp at reflections crawling realistically over the bodywork of cars ahead of you and in your mirrors. As you steer and brake through the first corner at Suzuka, the shadows move across your dashboard and body, and as you exit the tunnel on High Speed Ring the sunshine blinds you until the detail emerges from the glare.

Event mode consists of races as well as the odd time trial or overlap challenge.
GT's visuals are sometimes accused of lacking personality - a perception reinforced by its robotic artificial intelligence. On the latter point, rolling starts do away with your ability to bully opponents out of the way on the first corner, although the cars remain completely invincible, so it's still an annoyingly useful tactic unless the foul-play penalties are active to throttle you back for a few seconds when you misbehave. On the whole though opposition defends the racing line more aggressively, and the combination of high speeds and unforgiving physics mean it's impractical to block using your rear-view. As for personality, few mainstream racing games - Forza now excepted - demand as much braking skill and obedience to the racing line.
Even so, it's all surprisingly easy to get into. GT's infamous licence tests are absent, but beginners can call upon steering and stability management to correct oversteer and avoid skids, while the driving line shows you where to go and where to brake. Braking target-speeds hover above corners, so if you keep half an eye on the speedometer you can see exactly when to reapply acceleration, and there's no penalty for using these crutches throughout the game, while the volume of cars beyond your means on the first play-through and the fearsome challenge of the S-Class races encourage you to kick off the stabilisers once you're suitably adjusted.
GT bills itself as "The Real Driving Simulator". There's depth here thanks to a choice of Standard and Professional driving physics, emphasising the already stark differences between the various cars. As well as choosing between three types of normal, racing and sports tyres, as you could in HD Concept, you can now choose different sets for front and rear. The Quick Tune page is host to countless sliders, drop-downs, and graphs plotting torque, power and gear ratios. Cars are tangibly beholden to what's been set for them, and audio cues assist with slipstreaming, while the track surface is manicured subtly enough that you can feel the difference in key areas. Vibration will help here, when DualShock3 eventually materialises in the West, and Prologue's ready for it.

The new split-screen mode runs extremely well.
The game's interface is no less slick. Everything is accessed through My Page, a glossy preview of your currently-selected car in quiet surroundings, like a crumbly stone-walled garden in Nurburg, where your car nests in thick grass and butterflies dance in the sunlight, or a quiet-looking Kyoto suburb or a park in Bad Neuenahr. Icons run across the bottom of the screen, and as long as you're connected to PSN a calendar sits on the left beneath a compressed world map dotted with race locations, each one throbbing slightly as a rotation of real-time weather readouts for each area refreshes in the top-right. From My Page you can access racing news (sadly not active pre-release) and download high-definition videos from Gran Turismo TV. These include historical videos (and, if you bought the PSN version rather than Blu-ray, downloadable versions of the opening and closing movies), and Top Gear episodes are meant to follow thanks to a deal with the BBC.
Another icon of which you'll be taking note is "Online", the doorway to Prologue's vaunted 16-player online races, but this is easily the weakest part of the game in its current state. With no in-game XMB (summer, hopefully) and no bespoke friends lists or proper matchmaking options, you just pick one of the server-set tasks and wait for the game to link you up with other players. Pre-release, these were placeholder tasks like a single-lap, all-comers race around a particular circuit, and an online time trial with its own leaderboard. Next to the vast array of options and brilliant Xbox Live integration in games like Forza Motorsport 2 and Project Gotham Racing 4 on 360, it's incredibly basic, although Polyphony plans to add more functionality later. As long as the range of tasks is refreshed regularly, it should offer a lot of gameplay, and performance was solid in our tests, but keeping the specifications out of your hands is completely at odds with the rest of the game.

The in-car view rapidly became our favourite. As you can see, the game also does a good line in ghost cars and, of course, save-able race replays. No Photo mode though - what happened to that?
And while the interface is certainly arresting, it's a little unintuitive in places. Events and split-screen races allow you to restart the same race or boot you back to My Page; there's no quick and simple way to switch between cars without entering the Garage via My Page (irritating when you'd rather just move onto the next task in sequence with a suitable car); and while the range of adjustable game options is vast, they are only accessible, again, via My Page, and not during races, where adjusting button layouts and audio levels is most practical and desirable. There's no option to customise the music you hear, either, and single songs repeat themselves during events that exceed their runtime, rather than cycling to the next.
Gran Turismo 5 Prologue is cluttered with minor imperfections and imbalances such as these. Event mode takes longer to finish than many of the PS3's big-name action games, and Quick Tune extends its life considerably, but it's not brilliantly structured. Drift Trials are separate, racing penalties are ignored until S-Class and Manufacturer races. The gorgeous London track is barely used unless you go after it. Prologue's definitely not just a demo, but it's not quite a game, either - it's more of a play-set for petrolheads, declining to impress more than a tokenistic difficulty curve upon you and letting you tinker and challenge yourself instead. As a result it's not quite brilliant, and we particularly mourn the apparently stillborn online racing, but there's more than enough here to justify the asking price, and exploring it all is a consistently pleasurable experience, which should have considerable appeal for GT's ardent supporters and satisfy the curiosity of the rapidly-growing PS3 installed base at the same time.
8 / 10
Gran Turismo 5 Prologue is due out on PSN on 27th March and Blu-ray at retail on 28th March.
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Comments (155) Latest comment 4 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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How much are the PSN and blueray versions going to cost?
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Personally I think I'll be giving this a miss until GT5 proper comes along. It's certainly not going to persuade me to buy a PS3 any time soon.
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There are 40 race-events spread through 4 clases (review states "30 race events are split evenly across three classes"
Just for information though.
If you're really intrested in details, here is the full lowdown on all the facts regarding PAL GT5: P release (you have to be registred in order to see the pictures). Including the fact that PAL GT5: P comes with plethora of new cars, including Ferrari's F1 car from 2007 season.
[link url=http://www.gtplanet.net/forum/showthread.php?t=103447 ]http://ww w.gtplanet.net/forum/showthread...[/link]
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comparing the online component to that of another system...eh ? Basic online ? isnt that what we had in PC gaming for ages ? did they forget that you can play GT:5p online for free without having to pay for a peer-2-peer service ?
"And is there a reason that the shots of GT5 you have here the shittiest graphics I've ever seen in a racing game? "
go play forza 2 and tell me that again.
Sony should increase there marketing budget for the game to include gaming sites, reviews like these are not acceptable. writing reviews is a business-after all. they should really spend more cash to hype games.
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Am I the only one who thinks it would be fun to have a racing game where you drive SHIT cars around? I don't mean like Destruction Derby, but where I can race my 12 yr old Rover 400 against my mate's Ford Fiesta? I mean, it wouldn't be fast, but it would be fun.
OK, I sound like a chav now...
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That's exactly what I like about the GT games, gives you a chance to race older road cars as well as all the high end stuff.
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Yes, it says that in the text if you read to the end of the following paragraph.
"What a strange review, first you compare it against a full game, then it offers a lot of content for the asking price, and then you blame the game for not having features that are integrated into the XMB, which isn't the games' fault."
I don't blame it for not having features integrated into the XMB, I point out that multiplayer games are remarkably difficult to enjoy without any way to find your friends.
"I'm sorry, but no; it's not acceptable."
I said "excepted", not "accepted".
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Is this true? lol. Would be pretty cool.
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typo ?: ""they should really spend more cash MAKING (proper) games." ?
or one truly prefers to have a super-duper-hyper seling game, rather than a good one ?
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the media can easily shape the perception of potential buyers of any game, an average game that is hyped by the media will easily outsell a higher quality game with less recognition. see Halo 3 as an example of an above-average game selling high figures.
marketing a game through gaming sites reviews, blogs and even forums is common in such a competitive market. i dont see whats surprising.
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LOL?
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That'll be everyone with half a brain then ?
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Driving in GT has always been good to great, but the racing department was always pretty much shit. Racers stuck to the perfect line and you can just win a race by just overtaking them at the first turn... no trace of IA whatsoever.
If this can get the racing part right, I'm all for it...
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I spent hours and hours doing the London Events. I don't understand what you mean by barely used?
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they both sound pretty much the same racers, just tweeks here and there..
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In terms of gameplay and physics, no, but it thrashes Forza 2 in the graphical stakes at least, not exactly difficult given Forza 2's Xbox 1.5 visuals.
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"So you're actually standing by your words O_o You're saying games should be scored accordingly with the amount of money thrown at the reviewers, that's just sick."
Thats how the industry works...sick ? maybe, but thats how it is in every competitive market. quality is a 'vague' term and can be manipulated by the media. heck, word of mouth and forum posters may have more effect on the sales of a game than its actual quality.
I dont personally like it this way, but thats how it is. what the 'product' is matters not...what people think of it is what matters, just look how many average games we have now managed to get excellent sales through hype and 'objective' reviews/articles.
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Forget all the guff about the effort gone into GT5 as a simulation, the car models, the polygon count, yadda yadda yadda..... and realise that GT5 has failed on the one area it needed, actually HAD, to deliver - online gameplay.
Of course it was going to be stunning to look at, it's predecessors all took their respective hardware platforms to places we didnt know existed, and GT5 seems the same. But for the online element to be described as 'stillborn' makes GT5 a total failure.
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You do realise that the lighting, shaders, etc are bumped up significantly for when watching the races in replay mode? Those shots look like they are taken in-game racing.
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forza2 being the real driving simulation?
hmmmm not quite, i've yet to see a ford focus outrun a saleen s7 in the real world...
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Are you talking about Halo 3 again..?
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Blu-ray or PSN though?
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And why (pray) is it unacceptable to drop framerate? Or should that be unexpectable?
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THANK GOD! AT LAST A RACING GAME WHERE WE CAN ADJUST THE CAMBER ANGLES!
=====================
There are plenty of reasons to be excited, but that's not one of them.
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Fuck you Sony.
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forza2 let you put lots of positive camber on the wheels, making drifting very very easy
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That 10/10 game?, the criticaly aclaimed one ?...er..., no, I wasn't. But it would be fun if Bungie had pull a stunt like GT5: Prologue - "Halo 3: Start Finishing the fight"
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16 cars on track, cockpit view, those are definitely things that are a big step forward here. By the way, is it me or have the in-car view shadows been improved? By the way, I'm not sure yet of the full picture, but the AI in GT5 Prologue is better than some people here give it credit for. It's very much aware of whether you are driving next to it or not, even in a turn, and will do its best (and mostly succeed) to avoid you, even to the point that if you move towards it on a straight, it'll rather have two tries on or over the edge of the track than crash into you. In Forza 1 and 2 I've been crashed by the AI tapping my rear from the side a tonne of times.
For the Japanese version (which I have too by the way), it will be interesting to see if they get downloadable upgrades. The PAL version certainly is a huge step up from the Japanese version already currently though, with the extra track (though I'd have preferred a different one), the extra cars (at least 20 more, of which 3 ferraris, of which one an F1 car
It will be interesting to see if the US version has progressed further and will launch more online play support. After all, it needs fewer language options, so there could be a few months development between it and the PAL version. I'm sure the PAL version will get more online options later through an update, just as the JP version got online through an update on Christmas rather than at release day.
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I see gaming is still going, so obviously there have been no more GT or FF games... no, it must be that the manufacturers managed to stave off the death of industry by cutting the prices of all games to £20, as I seem to remeber hearing was vital to the future of the industry.
As for the Forza fans, I'm glad you've learned to accept methadone, but stop trying to win over those of us who enjoy the real thing, I get less annoyed by evangelical Christians than the self-deluding rationale of people deperate to prove they're having a better time than I am.
That said, why the hell can Polyphony still not get online right? 3 years since they chickened out of putting it in GT4, and they were supposedly working on it since GT3 came out in 2001. Still, nice to see they finally managed to make one of these in between games that isn't a total rip-off.
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More than one button or takes longer than an hour to bomb through start-to-end==terrible spod game as far as Cambell is concerned. It's the reviewer's disease, that love of simplicity.
Doesn't stop GT5 being marked directly at fanbois though. WTF does this give you that Forza didn't last year? Apart from upscaled 1080?
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A game that had a place among the best in last years list. In my case, for example, never used the code, but sure did enjoy Crackdown.
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edit: hmm, tad incendiery, let me qualify that by saying that it's also better than 95% of the 360's line-up too.
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Is there any rule that states who can and can't coment in whatever ?, didn't know, mr. Guardian of the Temple (punk's not dead version).
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*Spuffs all over Stu's face*."
Oh don't get me wrong, I still love Stuart Campbell with a disturbing intensity, I just completely disagree with him on games these days.
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looks like the few trolls '/or marketeers' in this section are in the minority.
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you only need 7.8mb of vram to render a single screen at 1080p with 32bit colour. that's why the 360 has 10meg vram.
double-buffered it goes up to 15.6mb.
so it's not a memory issue.
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actually, its 4xAA according to some of the B3D guys.
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Was this a driving game? I always assumed it was something PS3 owners used as "evidence" as to how powerful their machine is. I certainly never had any fun, ever, in any GT game I've played as the "driving model" may be supa-realistic but when actually racing they all seemed to handle like a particulalry recalctricant shopping trolley.
@Darren "@Xiphos - The PS3 doesn't have enough memory to render GT5 Prologue at 1920x1080 so that is presumably the reason for the bizarre 1280x1080 rendering resolution"
I'm not sure that's the case - is the PS3 horizontally scaling at scanout, like with it's fake 960x1080p?
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What your looking for is Burnout paradise not a Driving simulator like Gran turismo. remember to get the PS3 version.
"And if 1080P is being used to sell the shitty-looking (in my opinion) GT5 and the same shit that Sony and Polyphony always do with this kind of thing, after this amount of time, they just lost a buyer. "
"I'm not sure that's the case - is the PS3 horizontally scaling at scanout, like with it's fake 960x1080p?"
you 2 seem too obsessed with resolutions, and base your entire verdict of a game on it.
now....can you both tell me what was Halo 3 native resolution ? and what was Halo 3 framerate ? and did the game manage to maintain that framerate ? and more importantly what was Eurogamer,s final score with all these factors taken into account ?
and finally...what did you think of Halo 3 taking these factors into consideration ?
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The cars in Forza2 are shiny, the cars in GT are even more shiny........thats all we need to know!
One thing I will say, if the handling is the same as GT-HD, as good as it was, I have to say that Forza did feel alot better in my opinion gameplay wise!
Besides, if you can't put 'YOU ARE IN 2ND' on the back of your rear bumper, there really is no point!!!!
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Not artistically-captured press shots that don't show you a damn thing about how they game will look on your screen when playing it. But real screenshots!
I'm amazed!
And yet... I don't have a PS3 and wouldn't buy this boring soulless tedium even if I did.
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Disappointing, but not surprising.
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It also comes in rather handy when navigating the PSN store...
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Who said I was a ps3 fanboy? nah I love racing games on all systems but I now only have a ps3... could do with some PS3 competition to GT though a bit more arcadey but not as crap as stuff like juiced 2 etc
as for 'soul' I believe FORZA 2 also LACKS it just as much as GT, I played it loads on the 360 but it never excited me beyond it's 'car nerd' possibilities. PGR was much better viscerally.
Maybe they should drop the 60fps and make it look/feel as good as PGR4@30fps because that still felt slick and fast, but simheads want the 60fps and less detail (and jaggies/bland scenery that was part of Forza2 moreso than GT5p)
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So much time and effort spent on one game and it's the same as the last one.
B.O.R.I.N.G.
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with regards to previous statement about ps3 framebuffer:
you only need 7.8mb of vram to render a single screen at 1080p with 32bit colour. that's why the 360 has 10meg vram.
double-buffered it goes up to 15.6mb.
there is more than enough vram to store everything in.
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i bought a steering wheel for it and never touched a joypad for racing again!
(apart from mario kart)
its expensive buying all these damn wheels for every machine thou
will have to buy another one when the full GT5 comes out!
i wont touch it without one!
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- AI is apparently still no better
- Game still feels empty, lifeless and, well, dull
- Not a great deal of cars or tracks
- Still no kind of damage system of any sort whatsoever
On the plus side we have pretty graphics, and we (as in gamers) will no doubt lap it up...and then wonder why so many poor games get released...and mock the Wii.
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It desperately needs a realistic physics engine. In the current build you can't even perform steering-neutral doughnuts.
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are you kidding me? have you ever played a multiplayer game of Halo 3? have you sir?.. ever floated a plasma grenade perfectly on to a passing Warthog (the flag carrier in the passenger side perhaps) with crossed fingers... the perfect physics and lush colour palette laden explosives stroking your gaming fanny as the Warthog is blown to Kingdom Come over a cliff's edge, the occupants twirling into the abyss, rueing the day they met you online...
Halo 3 rocks. End Of.
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So so true. I'm absolutely amazed Sony or Microsoft haven't come along and traded a fat bag of money for Live For Speed's physics engine. It's one of the best in the business and a bedroom effort that puts these big teams working on Forza and GT to shame.
I know they're all working towards different goals but LFS is playable(ish) with a gamepad, even just bunging it on PSN would be a result.
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Secretly I had hoped that this would be a step up from Forza2 (which I still enjoy greatly if only for the multiplayer these days) but I dont see that here at all. Perhaps expecting it to be a big leap was my foolishness rearing its head
Personally I think its mental that Polyphony take so long to get their games out. You can be sure they will have had dev kits long before most other devs and yet they still havent given us PS3 GT. Sony releasing a GT demo bundle is a sad state too.
Forza2 is great, its handling is an impressive blend of pick up and play/realism (with all aides off its great fun learning to control powerful cars). It did take me a little while to get to grips with it after playing all the GT titles, but I have to say I like it so much more than any of the previous racing games I've played (including on PC too). I dont like PGR4, too Arcadey for me.
Forza2 can look quite bland and also has no soul! But it doesnt matter when you are playing and having fun.
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Why did you not just use the videos you could access in the game of the top runs?
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Gee, maybe some people value areas other than graphics for a racer. But I guess for some people, graphics will always mean *everything* for games, with all other aspects being secondary.
Just the same, there are areas graphically where Forza is better and areas where GT is better.
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you can do steering neutral doughnuts. perhaps you were just too scared to turn off all assists and put the simulation tyres on the car. and use a rwd car.
@doragor:
yes, i used to do that. the warthog doesn't blow up like that anymore. perhaps you were thinking of halo2?
halo3 was a bit pants. but then again, i suppose it's just not everyone's cup of tea. i don't really enjoy generic alien shooter number 194032.
@yaz: forza2 never blew me away graphically. gt5 does.
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And seasidebaz, *neither* game blows me away graphically, but I can see the good and not so good within the visuals of each, and as I've said, it's not just about graphics.
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What I want to know is: How does it play? Is there a good sense of speed and does it feel like you're in control of a car? Also -seeing as the Gran Turismo series was always a showcase for the graphical capabilities of the various playstations- are the graphics as impressive or more impressive than the current best graphics on the PS3. Has anyone (apart from the reviewers) played the PAL version, or are we still waxing lyrical?
I think it's hilarious that anyone is comparing a full game to what is effectively a 'large demo'. Forza 2 was a great game -but it wasn't perfect. I expect great things from GT5, though I'm sure it won't be perfect either. As for PGR? It's a different game -it's not in direct competition.
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No, I'm thinking of Halo 3. Yesterday I witnessed a Warthog being stuck by a grenade and then blown about 40 or 50 feet directly up into the air while on fire. I can upload the clip to my file share if you like.
I can also upload a clip of me sticking a Warthog and it being blown over a cliff.
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i didn't know that was still possible
back on topic: i agree with zerolight, hdconcept was a lot like a shiny version of gt4. but the jp prologue demo was definately a lot weightier, and having played hdconcept to death found that the subtle handling changed caused me to rethink how i was driving in the prologue demo (found myself spinning out a lot after misjudging a corner...)
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I don't think track detail is as important to a good racing game as you make out. I'd also disagree that Forza2's take on the graphical look is poor. It's very clean, but nothing to shout about - But I say again and again, it makes no difference to me when racing around and having a lot of fun!
"Forza is not a bad game but at the end of the day, it's a not GT" - You say it as though GT is somehow vastly superior to Forza. I don't see that at all. I think you are perhaps playing on GT's great history somewhat.
"There's a reason why for example Top Gear would associate itself with GT as oppose to Forza 2" - Maybe the fact Sony asked for the association? Bit of a gimmick if you ask me. The best thing about it is use of the test track
At the end of the day I am primarily interested in the physics (read feeling of driving) above and beyond anything. Next, for me at least, comes online play, cars and tracks then graphics and extras
For GT not to have damage (not a massive thing but Polyphonys excuse of not being allowed is bull) is a downer for me. Poor online implementation (should be better in the future) and supposedly weaker sensation of driving combine to leave me feeling cold. I've loved the GT series for a long, long time but for a while have felt it's not going anywhere in particular.
The Forza team came out of nowhere and made two great racing titles. Polyphony have had a big head start and yet they still havent released a full game for a system they have untold development support for. Hmm.
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On the PS blog, there's some screenshots of the 2007 F1 Ferrari also included in the game if you earn 2M credits!
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You seem to have spectacularly failed to understand my post.
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As for "soul" and graphics, I'm not especially impressed with either (GT5 or Forza 2). I mean, Forza2 is perfectly adequate, but on first play I was surprised at how similar it looks to Forza 1.
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Weather for racing games - absolutely - I wish Forza had this feature. If GT had it I might buy a PS3
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On preorder, but i think i will down load it too.
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Last thing I heard was that it will be included eventually (but might be outdated by now) though not in Prologue. One of Polyphony's excuses for not implementing it earlier was that the damage modelling would be so complex (due to their high quality standards).
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If you don't already have it, at least give PGR4 a rental. I have never liked the series, but as soon as I set up a custom race and put a very fast car in the rain, PGR4 had me grinning ear to ear. Totally different feel, but worth checking out.
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with regards to previous statement about ps3 framebuffer:
you only need 7.8mb of vram to render a single screen at 1080p with 32bit colour. that's why the 360 has 10meg vram.
double-buffered it goes up to 15.6mb.
there is more than enough vram to store everything in."
Including high-definition textures?
But if memory isn't an issue then why isn't GT5 Prologue rendered at 1920x1080? I suppose it's possible that the limitation is imposed by the 60 fps framerate, i.e. the PS3 isn't powerful enough to render a game with GT5 Prologue's highly detailed visuals at a 1920x1080 resolution 60 times a second, only at 1280x1080...
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Apparently Polyphony doesn’t want to create a simple damage model with ‘canned’ damage indicators. The damage simulation would need to be as accurate as the car models, physics model, etc. There was not enough power in the PS2 to accurately do this was their excuse with GT4. You’d expect that PS3 will have enough power, unless they spent most of its power on improving the graphics and physics model…
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At the end of the day its sensation of realism that matters, not uber authenticity. If I believe the car I'm driving to accurately portray the effects of having a damaged/overheated/whatever left-front brake disc then they have succeeded in 'simulating' reality from a gamers point of view. This is easy enough to do for the machine, just a bit more time consuming for the development team.
I dont know how in-depth Forza simulates these things, but the car behaves in a way I believe to be realistic and it, when you have damage on, adds greatly to the realism.
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Agreed, but we're not Japanese...
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AFAIK, GT5P visuals are at 1080p - That is 1920x1080 at 60fps.
Is there another definition of 1080p?
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The origional GT4 prolouge had 64 cars and 46 tests for you to complete and was designed as a taster.
The reason they do things like this is so they can listen to feedback by users and know were to improve things when the full product turns up. I mean just look at how perfect GT4 turned out . They got a lot of feedack from GT4 prlouge.
And this game is available for 17.99 on amazon. ridiculous money.
And Me and my pals have been playing the Online mode for ages and have lots of fun with it. never had problems with lag or anything.
Eurogamer upset me some times with reviews like this. Often it seems they only spend 10 mins playing the game and review it from there.
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Says who? If anything I believe Polyphony to be completely hidden from their fans compared to some other studios. I think these 'tasters' come out because they take ages to make a game and Sony pressures them into releasing something (because lets face it, GT is a massive title for PS3 and would create a surge in sales).
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Can't believe I'm championing PGR4 now LOL, I always hated the PGR series myself. But I will say this - give it a rental and set up some custom races for yourself. You might be surprised. I *still* haven't been able to get into the career mode because it starts off so very dull, so I can imagine where the demo might not have grabbed you right off either.
"I dont know how in-depth Forza simulates these things, but the car behaves in a way I believe to be realistic and it, when you have damage on, adds greatly to the realism."
But then there is this: PGR4 has no damage modeling, which is a serious negative IMO.
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[link url=http://thoughthead.com/89 a>
]http://thoughthead.com/89 a>
[/link]
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yeah, the actual framebuffers only need 15.6mb for double buffering at 1080p. the actual storage of textures, models etc goes is also in vram, or in the case of the 360, system ram. the actual drawing requires very little memory though.
it's probably the actual rendering technique that's the performance hit, as to keep up 60fps would require a stupidly optimised rendering engine, and until developers work out the intricacies of parallel programming it just isn't going to happen.
good attempt though, polyphony, i won't be throwing out my 720p set for a while yet though
edit: and @yaz: great link! i didn't know cod4 ran at such a low res!
and what's with the 360 and having games running at reduced aa? the xbox gives you 4xmsaa with no performance hit whatsoever as it's handled in the vram!
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from m$'s own documentation:
4×AA multisampling is provided for free by the Xbox 360, so using 4×AA multisampling is recommended.
and it's 10mb not 8
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Agreed, but we're not Japanese...
Well the sim experince isn't as authentic as LFS for example, so why not just give in and add some damage already.
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A completely broken 2player mode kills that notion...
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Currently devs can choose to use this memory for other things.
So the not being free is actually a good thing.
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I think this AA talk (on both PS3 and 360) merely highlights the fact that both consoles are in fact underpowered for their intentions. They usher in 'hi def' resolutions but barely meet the spec needed to provide amazing graphics AT those resolutions at a good frame rate.
Does anyone else agree that this generation has felt the most fucked up in console history? it's transitionary, we certainly do appreciate the HD res and HDTVs bringing consoles inline with the clarity we'd been used to seeing on a PC/Monitor but so much seems left out while chasing resolutions in many games (there are some very nice exceptions of course on both systems) but in general there is far too many compromises made in the name of Hi Def that weren't there before on SD. SD looks like crap up close whatever, but the aliasing problem wasn't so obvious as we had to sit further and CRTs blurred it all up.
I think it was definitely time to go HD on consoles but I am convinced that both consoles were too eager to be released (or put in Blu Ray) to really concentrate on a fully capable solution. So now developers are already working on GPU hardware that isn't even a half as powerful as what it should be to cope admirably with 1080p (or even 720p)... unless you look at simplistic/2D games with lo poly counts that still look good.. anything that is aiming to be more detailed than previous gen games is falling foul of not always hitting the target res (hence this god awful under res/scale up BS that's in far too many games esp on the PS3)
The Conflict: Denied Ops demo on PS3 was disgusting, the blur and aliasing and general look of it was as scruffy as hell. PC Shooters have looked crisper than that for the last ten years - just WTF IS GOING ON HERE DEVS??? (not sure if the 360 version also looks like shit but either way it's just fucking awful what this generation is doing to games)... and that's from someone who has for the first time in a generation bought TWO consoles (360 and PS3). I was never underwhelmed by PS1 (playing wipeout and GT!) nor did I feel the gamecube wasn't up to scratch.. but both 360 and PS3 have tearing, aliasing and far too many bugs that are now 'acceptable' on consoles when they once weren't... and they say PC is dying? There will always be a place for PC while the users (with some brains) can work around/upgrade around the things that personally bug them. It seems on both top consoles this gen we are stuck with aliasing and tearing, maybe next gen when the HD dust has settled they can actually put top class hardware in them instead of holding back the industry with cheap ass solutions.
Seriously, Wii, 360, PS3 all have flaws that seem so much more detrimental this gen than ever before and that's not even starting on the disasterous reliability of 360, the mismatched hardware in the PS3 and the 'console for non gamers with shovelware and minigames' that is Wii.
....Having said all this...
*
...I can't wait for GT5p which should turn up in the post in the morning ;P
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I managed to have a few races without installing the update and there seems to be some framerate and screen-tear problems. Everything runs smooth until you go round a bend when there are a few AI opponents in front of you and the PS3 starts to struggle. Otherwise this is typically Gran Turismo, there is nothing new here at all (I know it's a cut-down game). Even the AI cars still look like they are pre-scripted, but I could be wrong here, like I said I have only played a few races. Overall, for me, first impressions are that this is not 8/10 material but I am very early into the game.
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As comment by polephony (humm can't spell! - can't be bothered to go look) and i'm sure Bizare Creation at some point part of the reason for the no damage to cars is licences they have with car manufacturers some of them just don't want people seeing their cars all smashed up. As mentioned in another article this week Poly are in talks with the manufacturers to try and get this clause removed.
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I believe PGR4 has cosmetic damage, just like the previous PGR games. Windows will break, paintwork will be scratched, mirrors will break off etc, and the Forza series goes much further with it's damage modelling, therefore it's not the issue Polyphony make it out to be. Damage _may_ have been a problem with manufacturers when they first started the GT series back on the original Playstation, however that was many years ago. Since then, we have seen car damage implemented in games with no objections from the car manufacturers at all.
The fact is, the PS2 simply didn't have the power and memory to implement a decent damage model in a game like GT, since to do so would have meant sacrifices in other areas of the game, and for Polyphony those sacrifices were just not worth making. Now with the PS3, they have the technology to implement a decent damage model in GT, however Polyphony are playing catch up with others in this respect, therefore it's taking time for them to add damage to the series.
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Correct, but it wasn't running at 60fps, it was only 30fps, and Polyphony have always maintained that 60fps is a must for the series. Thererfore to include damage modelling in GT, they would have had to sacrifice the quality/performance of one or more of the following: framerate, graphics, physics, AI (cough), car models, lighting/effects etc. This is what Polyphony didn't want to do on the PS2.
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Seriously people, get a grip. If MS did this they'd be torn to shreds for milking the gamer.
As already pointed out, the lack of damage excuses are all bogus.
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That and of course because of this industry's obsessive focus on superficial graphics most of PS3's power will be used for creating HD graphics so that fanboys can compare screenshots across platforms and claim the superiority of the one they love most, rather than using it for something useful to gameplay like AI, physics and damage modeling...
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Exactly. That doesn't bode well for the future of hardcore (or superficial) gaming...
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Get your head out of the sand Polyphony and check this out...
http://ww w.n4g.com/xbox360/news-131030.aspx
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Cannot wait for the Damage Model, definatly don't want a half a**ed version, if you have ever seen a real life 40mph crash.. Apparently *cough, forza 2* has not.. Trust Polyphony, amazing developers.