TGS: Gran Turismo 5 Prologue
Back to the driving board.
The last Gran Turismo mini-release, HD Concept, ended up being very good. Removed from the typically dismal AI competition and focused on one very good track, Eiger Nordwand, getting the most out of every car proved very enjoyable - especially when you factored in the Drift Trial element, which took GT's exacting race model on a tour of Project Gotham-style power-sliding demands. Gran Turismo 5 Prologue, which is set to debut on the Japanese PlayStation 3 Store and at retail in the region on 13th December, appears to be a lot more traditional.
Armed with a choice of a couple of dozen cars, including fancy Evo IX rally cars, TVRs and Ferraris, the Tokyo Game Show demo lets you race round Suzuka, Fuji Speedway and Daytona courses in a field of 16. Fancy pods are set up with GT Racing Wheels, while elsewhere on the stand it's possible to play with the DualShock 3. Although set to a 10-lap race, the demo is time-limited to three minutes, so it was necessary to keep coming back to form any kind of conclusion about the content.
First things first, GT5 Prologue continues Polyphony's fine tradition of terrific graphical fidelity. Although race courses rather than city or off-road tracks, and necessarily a bit sterile as a result, it's hard not to be impressed by the attention to detail in composition throughout. Cars bounce on their suspension as they glance off rumble strips, glinting in the sunlight as reflections dance across their shiny exteriors, and, even with the best part of the 16-car grid on-screen, the PS3 has no difficulty realising the entire affair at a steady 60fps, and in 1080p, as was Sony's pledge.

These shots are from a different build to the TGS one, but this is what it generally looks like.
That said, it's as hard as ever to get worked up about the game's art design. We have seen this level of fidelity in other racing games - most notably Forza Motorsport 2 and the forthcoming Project Gotham Racing 4 - and for that reason there's a definite creeping languor about any attempt to sound excited or enthusiastic about the visuals. You know what to expect: as much realism as Polyphony can squeeze out of the hardware, but not an ounce of personality.
Making up for that somewhat is the increased personality of your racing adversaries. Over the course of a few sequential attempts at Suzuka, it became apparent that they no longer take lightly to basic overtaking manoeuvres and happily move to block. That said, they seem as susceptible as ever to the old ruse of braking late into a corner and banging off their inside to gain position and remain on-track at their expense.

Gran Turismo 5 itself is expected sometime in 2008.
The choice of tracks, too, is a little underwhelming. After the fantastic challenge of Eidur Nordwand, a return to the wide tarmac of Suzuka, Fuji and particularly Daytona undoes a lot of Concept's hard work in building anticipation - certainly in this writer, anyway.
Putting that aside, your handling, in general, sticks to the unforgiving standard set by past GTs; you either brake early and position yourself on the track correctly or you struggle to make up places, or even remain on the course. It's hard to put it into any greater context based on the relatively basic opportunity available at TGS, partly because of its brevity, although that also reflects the fact the full suite of GT5 Prologue's options has yet to be made fully apparent (we do know, of course, that there are five tracks overall, and 50 cars). Really it is the online racing element, with support for 16 players, that is likely to have the greatest impact on its value.
That it will probably have to do, too, because while Sony recently moved to reject claims that the game would launch at a seemingly prohibitive EUR 45 cost, the TGS demo was flanked by boards proclaiming the 13th December date flanked by a 4980 yen price tag. That's GBP 20 or EUR 30, which is what you might expect for a Prologue title, but still a fair whack by our reckoning, particularly given the depth to which Concept extends for free. Expect Sony to bombard us with more reasons to be interested - as well as a European date - as we build toward the game's Japanese release just before Christmas.
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Comments (73) Latest comment 4 years ago
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Oh great, nice to see that they've stuck with realism then.
Having played Forza 2 for months, I've finally had a go on HD Concept at the HMV demo pod in town, was I supposed to be impressed? I spent more time swearing at that things lack of proper analogue control than anything else, but it was generally underwhelming an experience, it just didn't handle anything as well as Forza.
I guess that GT5 will be better, but like with the PS1 and PS2 titles, I don't see myself being able to play it with anything less than a wheel and pedals.
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By all means stick these rubbish cars in the game if you must, just don't force me to drive them to finish the game
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The attempt to stop that was fundamentally broken in GT4 as well. Sometimes you would barely trade paint with someone and get a 5 second penalty. Even worse the AI would sometimes ram you and you would be the one punished for it...
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I guess first impressions can be very, very wrong in those games - after all it takes some time to get into games that aren't really arcade heavy. Nevertheless Forza had to prove itself in the same test and it just felt better.
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I used to hate myself for using that tactic in GT3, but loved the game anyway. Since playing Forza 2 with realistic damage which prohibits such behaviour, I don't know if I could go back to GT any more unless they implement the same.
I've also fallen in love with the ability to set the deadzone of the joypad in Forza. Lovely. Just a shame the xbox stick doesn't have the wonderful feel the gamecube's had.
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It seems to have been delayed into infinity.
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First ingame screens will hit the net within a month.
Altough I'm realy lookin' forward to PGR4 too.
GT is aimed at car freaks, not gamers. As a game, it kinda sux.
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Is that a joke?
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Rubbish. I don't care about cars in real life at all, yet love the GT series.
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You've got your Burnouts et al, not every racing game has to be like that.
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http://www .youtube.com/watch?v=cNVrMZX2kms
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That's the perfect excuse to actually have damage implemented. If you ram an opponent your car should suffer accordingly, not be invincible. How real is that?
And GT teams excuse has always be that it couldn't be done. I think they mean it can't be done "by us" right now. It's just a lazy, as are more things.
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How are we supposed to know. Have you looked under your sofa?
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So it's a simulator which means that it shouldn't include a damage model? Are you sure you know what simulator means?
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As you can tell I don't like "sims" , most boring racers on the planet and that's a damn fact.
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I'm guessing most of us are male. That would be 20 counts of rape then.
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It's not there
Thank you, ResidentKnievel
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Although race courses rather than city or off-road tracks, and necessarily a bit sterile as a result,
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City and off road tracks are in the game.
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However I will look forward to it at present dont think GT will overthrown Forza's crown but keen on racing/driving games.
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Hilarious!. Gran Turismo is the biggest selling franchise in racing history with about 45m sales compared to forzas about 6m. GT5P has 8 tracks and 50 cars. And there's atleast 1 city track in it.
Anyway Yamuachi has said in an interview that city and offroad tracks are in GT5.
Here's proof that Eurogamer is trying to deceive you. Towards the end of the video there's a clip of the London city track.
[link url=http://uk.gamespot.com/vid eo/942026/6179462/gran-turismo-5-prologue-official-trailer-4
]http://uk .gamespot.com/video/942026/6179...[/link]
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"Trying to decive". Heh!
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Plug: review's up already on Press Start Online.
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GTHD puts Forza 2 into the weeds graphically, but I'd give any thing for that to be married with Forza's physics and the 360 pad.
I'll probably still buy it though as I've always had the impression that Polyphony love cars and racing, something that comes out in the track and car choices. Even the little incidental shots of pit crews gives it more atmosphere than Forza, which is amazingly sterile even for a racing game.
Ooof, one more thing. Is Daytona the road course or the oval?
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I didn't mind the odd race track or two and did enjoy playing around with the 700+ cars available to drive but it felt soulless in comparison to the first three.
This is why I'm not too excited about GT5; it looks like it want to continue to be a 'car porn' game than an actual driving and racing game but I DO want to be proved wrong.
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OK there is on-line at last, and there will be 16 players playing all at once but again as much as i want to love the game, how many times can i just sit there going around and around the same track when Forza2 allows me to do just the same but with the added bonus of doing a whole lot more to my ride. Plus I can't see me spending the best part of Ł400 on a game that is essentially a super pimped up version of the previous games.
Yes, the driving engine is superb that is if you play it with the wheel otherwise the pad more or less feels a little impotent, but the XBOX and 360's pad feels absolutely wonderful (well at least for my senses) that there is really no need to have a wheel. Plus, there is major thing that wins me over about the forza franchise which the GT franchise never really did all that well,Forza educated you about cars,racing lines, the physics of what makes a car do what it does and above all else, any changes that you made to the car, felt as though they actually work. It is this that makes a good game IMO to a greater or lesser extent.
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Then you get to pay for the other 80% at full price later. It's almost like Polyphony delays their product release date and instead of getting hammered they charge their fans extra and look like heros. Weird.
It is nice to hear the AI may be a bit better on the overtaking part on straights. Not so much on turn entry. Oh well. Baby steps. Online is more important to me anyway, so I'll be interested to see about 16 players and if the physics model stands up to Forza 2. Graphics take a back seat to physics and online features.
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It sounds around about the same amount of stuff that you get in PGR4's upcoming Marketplace demo.
No this isn't begging for a flaming, it just sounds like a fooking cheek that's all.
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We all know in GT races drivers never, ever, crash. It'd be unrealistic... .
IMHO: We can say, without beeing disrespectful, or show any lack of "brand support", that that feature is missing.
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" It's about driving, not crashing. If you can't understand that simple fact, then just play another game, there are plenty. "
Well if you take that logic fps's is about shooting, not being shot so lets remove the damage there 2?
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http://ww w.crashcribbage.com/images/iraq...
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Well if you take that logic fps's is about shooting, not being shot so lets remove the damage there 2?
like halo's health regeneration you mean?.... ignore me... just being a cunt ;D
[edit] on the damage issue... i get frustrated when i'm driving a supercar and it gets scratched. i'd prefer to look at a lovely shiny new car... myh first industry job was as a tester on several driving games, which included damage models, and somehow i've always likes gt for not making my lovely shiny car look crap. that said, it hasn't changed an awful lot since gt1. who knows?! maybe polyphony should do a ps3 update of omega boost... imagine the visuals on that!
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Not the same, not even close, you do take damage, but is fixed, due to the aw3som3 suit
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Yeah, let's take that a little further shall we?
What if there was an FPS that did not have a damage counter, and the gameplay purely relied on your ability to hit targets. I'm sure a good developer could make a compelling game out of it. Hell, I'd play it!
Would you complain that it doesn't have damage? Would you? Despite the hundreds of FPS games on the market that DO conform to the standard FPS mould, that you could be playing?
Of course not, because that would be stupid. Just as stupid as people complaining that GT doesn't let you crash cars.
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That happens to me practically every sodding race in Forza 2; People seem to have very selective perceptions when having a go at GT, I've noticed.
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GT has always been a pure driving simulator.
Having owned a Mitsi lancer and driven it hard, I can tell you GT comes far closer than pgr or forza to simulating a real drive.
If you want damage play burnout.
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If they want me to shell out near on 20-30 quid for a game which is not fully complete then i am not having it. It is too little bang for your buck.
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In this case its just that I've played GT4 a great deal and I have only played Forza 2 on the demo. I try not to comment on games I've not played.
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Polyphoney wish to implement real damage, not simple dents and missing body panels which is lame to say the least!
I can appreciate arcade racers for what they are, I don't want to turn Burnout into GT.
Can reviewers also stop moaning about 'bland' real circuits, it's a driving sim, real circuits like Le Mans and the Nurburgring are what car enthusuasts WANT.
If your a car enthusiast it is quite clear from scrrenshots and videos car/track detail is on a different level to the already fine looking Forza 2/PGR4, it's this attention to detail that stands GT above the rest.
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They'll need to punish bumper car driving (with a refined version of the penalties GT4 Prologue and GT4 proper did), obviously, but GT needs vehicle damage like LocoRoco needs assault rifles. Play the Arcade mode of GT 2 with damage on and see how long you leave it on. One sideslap into a barrier and your steering rack snaps, that's reality, and in a game which features 24 hour races, I want that replicated on the last lap like I want cancer. It's a massive exercise in utterly missing the point. Never has it claimed to be the "Real Crashing Simulator", and for those fatuous cretins who say "crashing is a part of driving", yes, the very last part of it you want to experience. having been in 9 car crashes, I know whereof I speak.
GT is about owning the cars, so unless players have a strong desire to have to spend their hard earned game credits on massively expensive repairs or in game insurance policies, I think there are levels of realism that simply don't need replicating. Unless the cars are supposed to magically heal themselves between races, which is yet another stick for idiots - who wouldn't buy the game even if they did include damage - to beat it with saying "That's not very realistic is it?" If you want realism, your driver should actually die after a big smash and you should never be able to play the game again. Every single game draws a line in the sand where realism is concerned. If they can achieve it without sacrificing the visuals, or the critically important frame-rate, great.
But, you know, hooray for Forza managing vehicle damage! That's why it needed 12 times the processing power to finally match both the visuals and framerate of a PS2 game (double the processing power didn't seem to be enough for the original). I've yet to try the sequel myself, maybe it doesn't handle like a bloody pudding this time and it deserves all the praise, but the last one got massive scores it didn't deserve, so I won't rely on any review source or the opinion of anyone who favours it over GT.
There are plenty of games out there for the single digit IQ crowd that likes "Hur hur, me liek to smahs stuff!" action, if GT doesn't appeal to you, I'll give a cheer, because you're probably the kind of arse who would drive backwards smacking into everyone else in an online game and I'd rather you didn't buy it.
I hope I have offended the vast majority of posters in this thread, because you deserve it. You can even reply if you like, but as I've been instantly ignoring morons on a zero tolerance basis lately, I probably won't see your post.
*hugs*
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/Passes Hughes. 'quote of the day' award.
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The deal with damage is simple, in an online game, if you don't have damage the game is over. Any idiot can decide to ram you out of the way for a couple of extra places, with absolute impunity to what will happen to him. You'll go spinning off the track, if it's a real sim you'll then *never* manage to catch up (providing you're not some magic genius and everyone is a 'tard), he gets a couple of places ahead. Now, in something like Forza everyone knows that if they try something like that they're as fucked as you are, they're not going anywhere as their car will be trashed. They have no incentive to try that.
Now, I know, I know that a lot of people cry foul about these games and how Forza or PGR or Burnout is better. Honestly, I love all of them, I can't get enough of racing games, no matter what platform. I just wish that GT finally got the damage modelling down, as it really is something that I like.
And yeah, getting kicked in the balls by the AI in the last lap of an endurance race is harsh, but I can take it, I'll just whack the retry and go again.
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One of the reasons I like the GT franchise is because of its realistic handling and physics. bouncing off other cars detracts from immersion and realims. I dont play the game to crash, but when I make a mistake I want realistic reprocussions.
The thing is, if damage was added and you were given the option to turn it off, that would seem the best solution.
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the talk of the real driving simulator would really be apt if that were to happen. oh and before i forget, after reading the article i played some gt4 and all the guys in defence of GT4 and its qualities... so true it just felt absolutely beautiful to be in control of your car!
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Here another thought, instead of absent-mindedly hating a game because it doesn't do something that another game does, enjoy the game on its own terms. Its good that games are different, I mean think of how many people go on about the number of WW based FPS's....If every game was the same what would be the point. Especially as I'm gonna guess that most people who have posted have a 360 (the Forza2 comments spawned this thought-train) so you wouldn't buy the game anyway.
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You mean they're not?
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I really like the GT franchise. Its a system seller for me and will be one of the reasons I pick up a PS3. However, its possible for a fan of a series to disslike certain aspects about it. Collision phyiscs and damage is something I feel should be added in the series 'next-gen' iteration.
earlier arguements in this thread have been ridiculous such as
'GT is a driving simulation, therefore it shouldnt have crash damage'. comments such as these come across as fanboy GT apologests.
I love GT handling, GT graphics, GT library cars/tracks, GT tuning. This I am sure the game will deliver, and is enough to make me love it.
However, I also want the series to develop more than just graphically.
I want real-time tuning, in depth tuning-tutorials, online functionality, improved AI, damage, improved career mode. Wanting these things doesnt make me dislike the series, they are just thing I believe would make the series better.
@ Hughes. Do I still belong in the discussion?
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Blah dee blah blah.
The point is that there are other games for that which are available to you. Why can't some people just accept that not every game needs to completely conform to the "rules" of its genre? Do you complain that not every FPS is Halo?
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"Increasingly, visiting EG only serves to enhance my belief that I am one of the few people on Earth not taking "Dickhead Pills" on a daily basis. If damage even makes your Top Five of things that need fixing in GT you have fucked up priorities. If it's the first thing out of your mouth, you don't even belong in the discussion."
No . . . it looks like you're getting your dickhead pills just fine.
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Cut the crap Sony , we all know you're trying to make us pay for a demo.
Buying your time, so to speak.
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At least you should be more careful with your statements, saying the "WILL NEVER NEED CRASH DAMAGE" - is a bit too much, considering previous statements..., I'll take note of that...
I think it would be better of if we all agree with "I'm sure it'll be a nice game, too bad about the no damage, as the online will suffer, I'm sure next one will feature it..."
Hughes, m8, chill, it's just a game, some/many ppl want crash damage you (probably too, but...) no, that's fine...
As I said it's not disrespectful to complain to something that our dear brand did/does, it's not.
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Until that is possible it is FAR more important to have realistic physics, cockpit views and photo realistic cars/tracks.
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'Gameplay' is very different to a good handling model, I personally only hotlap and play online, I don't play against the AI unless it's to unlock cars.
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I swear some folks on this board have serious issues. They are satisfied with the most mediocre series ever. From GT1 til almost 5, it has almost always been about graphics. So, we've got the graphics, but where is the actual game?
This game seriously is a driving simulator, might as well take out all the "AI" cars and drive on an empty f*cking track -- they'll be able to free up more resources to improve the graphics even more.
This game is completely soul-less. Face it, you blind dingbats. Tired of GT from GT3, sheesh.
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Indeed you belong, the only people who need to get out are the ones who have nothing to offer except "the series needs damage" and nothing else. That they can look at all the things that have stagnated in GT and still think smashing things up is more important shows the sigle-digit IQ shitwits you need to smack down if they get their cretinous foot-hold on the subject of Gran Turismo.
The handling on rally stages is awful; apart from wet tracks with clear blue skies there are no weather effects; you can do a 24 hour race with the sun nailed to the same spot in the sky for the entire duration; powerful rear wheel drive cars plow into bends with understeer (I mean WTF?); every single car comes magically fitted with ABS, traction control and electronic stability management, even 60's American muscle cars, features which didn't even appear until the early 90's and didn't become regular features on cars until the late 90's, and these devices turn everything into a crap cornering mess until you go to the settings menu and turn them off manually, which you have to do EVERY time you buy or win a car. This shit needs fixing.
But of course later commenters are correct that my objection to damage is purely down to my blind love of the game which blinds me to all its flaws, innit.
If damage could be implemented without downgrading the visuals, or causing even the slightest drop in frame rate, hooray for Polyphony. However, if I ever see the series take a wrong turn trying to please the people who don't like it, instead of improving it for the people who do, like the bloody awful pop-down, slow-down, bug ridden mess that was GT2, then I may have to go on a Jay & Silent Bob style world tour of internet cuntflaps who need a good beating.
I stayed away from this thread for long enough for the urge to commit murder to die down as it is.
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"Oh great, nice to see that they've stuck with realism then"
I think you will find that it is a realistic expectaion of anyone let a lone AI to assuse that a fellow racer will not cars as barriers to stop them flying off at corners. This is simply down to people racing properly. It can be done in any game Inc Forza 2 - yes you have damage but it still works.