Project Gotham Racing 4
Try the rain. It's really good.
Right, does anyone remember where we got to with "the promise of the next generation"? I recall J Allard wearing a hoodie under a suit jacket to tell us about high definition graphics, largely because my Mum was round when I watched the video and said "what a trussed-up yobbo" (harsh). So there was definitely some promising of the next generation there. Then it was having 1000 units on-screen, because that's all anyone was talking about for most of 2005. And then, more recently, Ubisoft refined that to "crowd gameplay", which doesn't really mean anything, although we tried not to point that out in case Jade Raymond got offended and refused to marry us. And meanwhile, over in sunny Liverpool, Bizarre Creations have come up with a quintessentially British alternative. Ladies and gentlemen, I give you the promise of the next generation: puddles.
You'll love the puddles in Project Gotham Racing 4. Not only do they look very pretty, but they have a dramatic impact on the way you approach the tracks you already know. In a game that offers ten locations (PGR3 had five), all carved up into a number of specific tracks, it's another splash of variety. Ho ho. And it's one of many, because PGR4's vaunted weather system also promises rain (in varying amounts), snow, fog, and all your other favourites. Conditions even change mid-race: one track in Macau begins in clinging fog, before ascending into the blinding glare of the sun-smacked hills around. Visually it's a wonderful effect (and we'll get to that in a bit), but in terms of driving it affects your braking distances, the range of stunts and slides you can attempt, and the general balance of the race. Fall behind in the wet and you might be able to make it up in the dry.

Motorbikes and cars on the same track? Mentalists.
This being PGR, it's all in the name of fun. There's no aquaplaning, so you won't be dreading the puddles; they're just another thing to master. The same goes for the motorbikes. They don't signal a shift to greater degrees of realism. All the cars and bikes handle differently, and are built to impressively authentic standard, so you'll have no trouble telling a Ducati from a Suzuki, but this isn't MotoGP; it takes a pretty spectacular cock-up to send your rider over the handlebars into a puddle. Although it's funny to see it happen. Particularly in the over-the-handlebar view.
The gameplay ramifications are more general and easier to grasp: bikes are better on straights, and cars are better at cornering. Fans of Kudos, PGR's scoring system, which unlocks new cars and bikes, will discover that the bigger change is the bikes' "stunt" button, which lets you stand on the seat, perch on a foot-pedal and taunt your rivals. Endos and wheelies are in, too, and easy to hold, although the Kudos rewards in the demo we play are handed down relative to skill and execution rather than longevity. One of the things that speaks best to PGR4's sensible, gameplay-orientated introduction of bikes is their inability to crash and then accelerate to top-speed again in a jiffy; take a big hit and they'll wiggle awkwardly if you push too hard to regain speed immediately. Push off sensibly and all's well.

Tell you what - this looks a bit spesh when you're zipping out of the fog with dew all over your face.
Speaking of balance, Bizarre's Brian Woodhouse admits that PGR3 wasn't quite what it could have been in that area when we bump into him at E3. "We just ran out of time," he told us, as you may have read elsewhere. "It looked great, but we struggled a little bit to commit time at the end to really balance the game properly. This one, we're not letting go 'til it's done." Attention to detail's already apparent. The bikes, though a lot of fun, are seemingly optional. You can do the whole of the Career or Arcade mode in your favourite vehicles, with a range of medals to gun for, and you simply don't have to mount the crotch-rockets if you're disinclined (or, for that matter, the cars). But, to get back to the water, surely "puddle density" is the best debug-mode variable ever?
The Kudos system makeover isn't particularly drastic, at first glance. You'll still start to collect points as you drift, whenever you ride on two wheels, whenever you draft in another racer's wake, whenever you complete sections cleanly, and so on. There's been talk of limiting abusive collection (e.g. snaking down straights) but not, it should be stated, at the expense of chaining - chaining's half the fun, and will remain. The main Kudos tweak, though, is pretty intelligent. As well as being shown a points-total for each chain of Kudos, you're given a star rating. It's part of a "milestone" system that Bizarre hopes will give players a simpler way of setting themselves personal goals. On the track, meanwhile, it will give you a simple, easily-remembered record of your best attempts at the most difficult corners, and a real sense of achievement when you perfect a line or trick sequence that drags you over the threshold of a three-star performance into four.
Visually, PGR3 was a bit squeezed into its suit. It didn't quite run at 720p, but found itself upscaled from something like 600 vertical lines. That's all sorted out for PGR4. The game's locked at 30 frames-per-second, and "won't ever drop below". It does a bit in the presentation we see, although that's typical of debug builds, but the show-floor hands-on demo (a race between bikes and cars in Macau, with us on a bike) is more consistent.
The benefits definitely look worthwhile for PGR fans. Superficially similar to 3 (although individual elements pack more polygons), the weather's the show-stealer. Snowflakes flutter on the breeze, rainwater trickles up the windscreen as the wind rushes up off the bonnet, and some of the best volumetric fog technology we've ever seen gives tracks like the fog/sun combination in Macau the sort of sheen that we've been waiting for since Allard and Moore first started banging on about the "HD era" all those tattoos ago. The fog hugs the trees, which roar past in noticeably believable detail, conspiring with the weather to look as convincing as anything we've seen in a driving game to date. Racing behind cars in the wet, brake lights pierce the kicked-up spray with a hazy glare. Reflections - always one of PGR's strong suits - take on an altogether greater significance as they float and distort across the newly dynamic rain-drenched asphalt. The dynamic lighting you get from lightning cracks is ace too. Blinking neon and weather add up to a lived-in aesthetic, distinct from the relative sterility of the cars-and-sun racers we're used to playing. Damage modelling is still limited, but we're assured of being able to "swap paint with the barriers", which is fine by us.

At least we hope it's dew.
What's more, the only price to pay for all this fine detail that we've identified so far is the potential loss of the Route Creator, which Bizarre tells us still has a question mark next to it. In terms of game modes, the single-player Career has 200 races, character-creation, as well as new garages for storing your fleet, a "Superstar" bit (a new event type, like cone challenges, rather than a specific mode) that challenges you to do things like get 15 stars in two minutes, and invitational races that are offered to you as your skill level blasts through certain thresholds.
Arcade races return for those of you who have a clear idea of what you want (with Superstar bits there too), and 70 races total. Custom races are in, time trials, and the return of Online Career, for which there'll be an array of disciplines. Online gaming is limited to eight racers, but you'll also be able to team up, creating squads of four players (mini-clans!) to compete online in games like capture-the-flag, Cat & Mouse and Cops & Robbers. Plus, PGR's excellent integration with Xbox Live continues with leaderboards for every track.

Quebec. 'What are the other locations, Tom?' Why, they're Shanghai, Macau, Las Vegas, New York, London, St. Petersburg, Tokyo, Nurburgring and a Michelin-sponsored test track.
Plus of course there's PGR On Demand - an extension of PGR3's Gotham TV concept - allowing for video and photo sharing. Videos can be shared to an unprecedented degree, with the potential for Microsoft's servers to host every race ever undertaken, providing someone agrees to upload it at the end. The search function sounds neat too. Bizarre's Craig Howard tells us in an email: "you can search for a Ferrari Enzo in the rain in Macau 7 with the keyword 'crash'," and get exactly what you want. Photo Mode, polished by Turn 10's Forza Motorsport 2, will return, and this time you'll be able to download other racers' pics and hang them, or your own, inside the garages you've bought. Like Forza, you'll be able to view photos on the net, too, and track the stats of each country to see who's best at the game.
There's a lot going on. And with approximately 120 vehicles ("licensing always goes up to the last day", mind) split around 95/25 between cars and bikes, there's a lot to unlock. Plus, Bizarre's a bit fond of the old downloadable content. So whether or not you agree with our convoluted claim that puddles are the promise of the future, you'll probably agree that PGR4 will be worth keeping an eye on as it rounds certification and floors it in the direction of shops sometime in September. Splishing.
You may also like...
-
Why Can't Games Do Sex?
-
Warp Review
-
The Kickstarter Conundrum
-
Assassin's Creed 3 release date announced
-
NCsoft confirms Guild Wars 2 on console
-
Full-length Far Cry 3 cinematic trailer
-
Alan Wake PC version footage
-
Assassin's Creed Revelations getting Desmond single-player DLC
-
Bethesda on Skyrim's viewable Morrowind, Cyrodiil: "maybe we'll use it one day"
-
UFC Undisputed 3 Review
-
Capcom registers new Darkstalkers trademark
-
Far Cry 3 release date revealed by leaked trailer
-
Syndicate launch trailer blasts out the dubstep
-
The Walking Dead screenshots shamble in
-
Prince of Persia creator Mechner remaking Karateka
-
Why Devs Owe You Nothing
-
Happy Action Theater Review
-
Fresh Resident Evil 6 details bleed in
-
Face-Off: Final Fantasy 13-2
-
Mojang won't sue FortressCraft dev, "bored" by Minecraft clones
-
Sonic 4 Episode 2 screenshots leak from Xbox Marketplace
-
Remedy discusses Alan Wake 2
-
Street Fighter x Tekken PC release date announced
-
Binary Domain cinematic trailer visits the slums
-
Face-Off: The Darkness 2









Comments (52) Latest comment 5 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
I used to be really impressed with the Kudos system and the immense scores people amassed - Until I saw how they actually did it. I don't think weaving backwards and forwards across the road to keep a chain going says a lot about your driving skill...
Anyway, I'm a bit worried that there was absolutely no mention of split-screen mode in that article. Unless I just missed it of course.
No split-screen, no purchase!
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
please sort out the camera angles, please. The "bumper" cam is way too low, and all the cool kids know that external views are for jokers.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Still no news on a new Geometry Wars (for 360), though. Surely it must be coming at the same time!
Comment below viewing threshold Show
I'm excited about the fourth instalment despite the number of racing games the Xbox 360 has had of late as it sounds like the game PGR 3 might have been had Microsoft allowed the developers to finish the game in their own time and there's new stuff added this time round. The weather effects sound cool, there's more locations to race around and the addition of bikes sounds intriguing plus it looks more gorgeous than ever. I'm hoping this game is to PGR 3 what the wonderful PGR 2 was to the original PGR, i.e. a far better, far more polished, more addictive game. Me love the PGR games, me does!
Comment below viewing threshold Show
Bikes and cars at the same time, waht the hell? Any half decent road bike will whip most road cars around a track. It looks stupid too...
[link url=http://www .youtube.com/watch?v=VXTeGMFf4Ko
]http://www .youtube.com/watch?v=VXTeGMFf4Ko
[/link]
(a pretty fair test, unlike Clarcksons pathetic race on Top gear)
And a GSXR-1000 will get to 60 nearly a second quicker than the Ducati 999. So probably 90% of the cars in game would loose to a bike every time. Seems kind of pointless.
Leave the bikes and cars in their own games, or at the very least to their own races if you must have both...
Comment below viewing threshold Show
all the ea new season games are supposedly running at 60fps.
Comment below viewing threshold Show
"...please sort out the camera angles, please. The "bumper" cam is way too low, and all the cool kids know that external views are for jokers."
I second that! The low bumper cam looks very dramatic but you just can't see far enough down the track.
Comment below viewing threshold Show
As for EA's games running at 60 fps, well Madden NFL 08 and FIFA 08 don't pack in anywhere near the detail that PGR does as they're set in small areas so it's hardly a valid comparison. /wink
Comment below viewing threshold Show
But more than that, the one thing that got me quite riled up was the guy with the highest score on the time trials and it turned out that the top guy was wall riding in his F40. not exactly skill is that? and ever since then i totally disregard people comments on wall riding in car games when the guy on the top of the list wall rides as if there is no tomorrow.
So when people complain that for example gamers in Gran Turismo wall ride, so do the gamers in PGR2 do the same as well.
On the subject of bikes in PGR4, I am quite looking forward to mixing the bag up, as it would be interesting to see how they can make the mechanics of the game play with bikes.
Comment below viewing threshold Show
Comment below viewing threshold Show
On the 360 yes
Comment below viewing threshold Show
As for the bike/car comparisons, I have never driven a bike but seems to me that getting to 60 MPH is only half the battle. According to my limited knowledge, bikes suffer as far as cornering and top speeds are concerned. Hey, I might be wrong.
Truth be told, PGR has no competitor right now - NFS having gone on an entirely different tangent. But I have a feeling that NFS Pro Street will share much with PGR.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
PGR2 pisses all over any Gran turismo game ever made, it's a more fun series in all areas, who gives a shit about being as real as possible if it sends you to sleep
Comment below viewing threshold Show
Although I will agree on the pathetic AI.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Sort it out Bizpeeps, some of us like a bit of single player action too y'know.
Comment below viewing threshold Show
amen
Comment below viewing threshold Show
Comment below viewing threshold Show
you shouldn've said that.
/sky gets darker.
There's a storm coming....
Comment below viewing threshold Show
It's not like you can see that much anyway!
Unless you're one of those people with mad sight, but hey, they're few and far between.
Comment below viewing threshold Show
I'm quite excited about this game. I loved PGR3 never having played the titles before. And it seems like it can only get better readin all the complaints about how PGR3 was not as good as the predecessors.
* This has nothing to do with my personal preference of 30 or 60fps.
Comment below viewing threshold Show
Comment below viewing threshold Show
Me? I'd take a game a sexy looking as DIRT or PGR4 over a slightly smoother running, but terribly ugly Forza any day.
Comment below viewing threshold Show
Comment below viewing threshold Show
I really fall for such effects; Just like in Golden Axe, where dusk sets in in merely 5 seconds - Battling all day until nightfall. There are not enough games with changing weather or time of the day.
Comment below viewing threshold Show
Polyphony's real secret visually with the GT series is their lighting model, which is and has been for several years now the best in the business.
Nah! you could have said "looks" the best and Id have taken that subjectively but... from previous games it looks the best because half of it is faked(well more accurately not dynamic/fully real time, looks the same each time.. although it does look good), along with the reflections and lack of shadowing and alot of sprites in place of 3d polys- alot of what you see in their previous games isnt rendered in real time(forza in comparison blew both GT3 and 4 away in that respect for what the engine did in real time) but it works and its regaurded as one of the most realistic looking racers out there, doesnt seem like a quicker way of doing it because they spend alot longer doing the visuals though.
Why not compare development time too... they probably started on GT5 before PGR3 was out and we've seen its release along with Forza 2s and most likely PGR4... Ive not read into it much admittedly but prologue sounds like an inbetween thing(finished the engine and assests now, have this while you wait for the proper game) and doesnt affect the ongoing GT5 developement(alongide it). Trying too hard to be realistic isnt always better IMO that includes the visuals aswell as gameplay, it can look/play better as video game in other ways especially for those with a keen eye.
Comment below viewing threshold Show
They have but once expectations are raised(theyve got better hardware but then they move the goal posts) by other titles at 30fps which allows more detail(it only has to draw the frames and everything in them half as much so that obviously going to free up some resources... its simple maths) then you get people expecting more like with Forza 2(which could have looked alot better but maybe there is time to make up for that and still keep the 60fps if theres another 360 forza planned...).
When someone does manage 60fps with the detail of the 30fps rivals in tact... you will find that its because they have used clever work arounds or shortcuts, GT4 had lots of 2 sprites, pre-rendered lighting or atleast not fully real time, fake reflections, lack of shadowing ect(I dont suppose it matters if the end result is convincing enough) another example would be RSC2 which made clever use of occlusion detection for its draw distance IIRC(basically a more dynamic use of drawdistance and smater level design... I could have that all wrong its been that long but thats how I remember reading the quotes).
Comment below viewing threshold Show
Comment below viewing threshold Show
I really applaude Take2. Releasing Forza2 running at full pelt while forfeiting detail or technical effects that noone cares about while racing anyway takes some courage nowadays, and it was worth it. Forza2 looks good enough. The fun comes from racing with 60fps and physics that have to be mastered, not from graphics. Why is F-Zero still so much fun and demanding? Surely not because of its graphics but mechanics and the fact that it runs at a rock solid 60fps. Does anyone still play Forza or PGR2? I doubt. But how many true gamers still play F-ZeroX (GX) or GT4. At the end of the day, when even the prettiest graphic whore has become old news there's not much left and it's time for the casual gamer to move on to the next iteration and his dose of graphics.
Seriously, "GT 3-A Spec" was the pinnacle of graphics in racing games (Maybe GT4's backgrounds and tarmac looked better, but GT3 had the trees and trackside objects perfectly right). It's not necessary to display anything better than that, but concentrate on physics, A.I., framerate, damage model and the like.
Enough of this graphics' mystification in racing games, that only serves one purpose by now: Distract the ignorant gamer from all the flaws in a game.
Comment below viewing threshold Show
All I know is PGR4 being 30fps doesnt put me off one bit... Bizzarre have already proven themselves with PGR2 in my book so I have a good feeling this might be their best yet. Hopefully their will be plenty of 60fps arcade racers around too, doesnt mean you have to dissmiss the 30fps ones because you might be missing out on some great games but thats your choice.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
It's not like I make that stuff up, you know. I finished PGR2. Not all Platinum, but finished it nevertheless. Because I really wanted to like the game.
doesnt mean you have to dissmiss the 30fps ones(...)
I think you- partly- misunderstood me. My point being that I don't per se dismiss 30fps games. That's nonsense. What I was trying to say was that I don't get why so many developers choose to render myriads of polygons at the expense of gameplay. Gameplay being a proper set of driving physics, A.I. behavior, damage model, you name it. Simply put the aspects of a game that keep you coming back from time to time because they're worth the time spent. Maybe that's just me (and I know for a fact that that's simply not true) but I like to play my games more than a week- the average time after which graphic effects cease to impress (more often than not that time is even less) and my gamer's soul screams in need of gameplay that lasts and can justify even a minute of playtime. What, sadly enough, so few games can nowadays.
(...)because you might be missing out on some great games but thats your choice.
Eventually I play them anyways, just to form my own opinion about them. Again, I wouldn't write such things if I hadn't the required experience to base my judgement on.
Edit: Some problems with the quoting
Comment below viewing threshold Show
My sentiments exactly. A racing game can still be fun at 30fps, but racing is much about speed, and speed becomes more fluent and engaging at 60fps. Blurring helps but cannot fix this. Since it is now possible to do 60 without making the game look pants, gameplay should come first.
Game development is a money making business, and much of what determines success is how it is percieved. This means pre-release hype for which you want those great looking screenshots on the box and on the 'net. It's understandable but for gamers it's regrettable.