The GT5 expectation thread (including preview titles)*

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Do you know what happens when a publication or a tv program shows footage of a car getting damage? Have you for example seen an episode of TopGear where they took two brand new Bugatti Veyron Super Sport and crashed them to show the public what happens?
What a silly example! Who'd deliberately crash super-cars whwen they cost so much damned money?! They have shown deliberate crashes before though, such as showing how the Euro NCAP rating relates to real-world damage. You can extend that argument to reviewers reviewing a car badly - that would affect sales, but the manufacturers can't do squat about other than not provide cars for review purposes.

Wtf, what close ? It was meant to be a joke. I have no idea.
I remember the car now it's brought up. It was a proper Victorian horseless-carriage, with a high riding position.
 
Got it.

lJvlVN2Go94

Close, but actually you needed this one I think :LOL::


Here's the real one:


And yes, a horse would actually be able to traverse most of the tracks, whereas this one can't get up many a hill.
 
Only a true passion for automobiles will seek out such esotera. This passion, so palpable in the GT series, is, IMO, what's missing in the competition.
 
I can see how they can't have cockpit view for all cars now (besides the tremendous amount of authoring time). :LOL:

[j/k]

About the passion, do a traffic school man. $20 a DLC to fix your traffic violation record. Well actually, the way it is right now, it's $20 per violation, not per download.
 
Meanwhile lets say the laws of realism were applied to a popular game that keeps being referred by the pressed as being realistic... Call of Duty Modern Warfare and apply realistic handling of a weapon (the weight will affect your accuracy), and physical damage, next thing you know once you get shot in your hand, you cannot hold your rifle right, your reaction time will not be fast enough to switch weapons and you become an easy target for the enemy death bullet.
The first Rainbow Six was a bit like but besides this game, I hardly found anything else than one man army frenzy game on FPS than real war simulation.
I never tried them but I'm quite sure that any hunting game will be more realistic over what you mentioned than any Call of Duty.

Realism is overhyped by the gaming media, for the longest time, they have kept making the consumer feel as if realism is actually a good thing to have in a videogame.
What they overhype is not really realism in a general way but more realistic graphics ... and that is completely different.


Deformation and damage are two different things, realistic physics and handling or close to realisim has to follow rules observed in real life, you can look at many videos on the internet where real racing is performed, in a real race a driving career can end when the car's gearbox breaks down or when someone makes an error by turning too early/late then tapping another car or being in the way and the race is over in an instant when your racing car gets damage that cannot be repaired.
That is so true, honestly even if they don't visually wreck the car, they should at least total the engine so the car can't move anymore (still talking about the 120mph front crash)
Otherwise, I don't see the point of breaking the hull to pieces if it has no relation with the car's behaviour.
And of course this kind of damage could be turned on or off.
 
That is so true, honestly even if they don't visually wreck the car, they should at least total the engine so the car can't move anymore (still talking about the 120mph front crash)

I'd like to see their MP racing rules first. With such a penalty, I can see jerks ruining other people's games just for fun.

GT5 is a game. IMHO, the game policies and rules for MP are the most important, followed by the technical implementations to fulfill the gameplay. The damage system should support the game rules and AI.
 
The first Rainbow Six was a bit like but besides this game, I hardly found anything else than one man army frenzy game on FPS than real war simulation.
I never tried them but I'm quite sure that any hunting game will be more realistic over what you mentioned than any Call of Duty.
Ahhh, that brings back memories. I played that game competitively online for years. One of my favorite games of all time (my very first PC game).

Yeah, IIRC, the cross-hairs essentially determined the accuracy of your weapon, and if you were wounded, the cross-hairs were further apart and it affected your aim greatly.

/OT.
 
Last I heard is that for performance damage there is a slider from invulnerable to one-hit-kill. We'll probably see soon enough - tomorrow is Sony's gamescom conference, and this week is gamescom - we were promised a full reveal of the final game, and that seems likely to happen as the game should be going gold within 4-6 weeks?
 
It would be nice to get some actual facts for once. We've only seen very little of car damage and night tracks, and a lot of speculation about them. Which for we know could be completely wrong.

I hope we get the option for not being able to hit, or not be hit by, the opponents cars in MP. That should make random game joining less messy.
 
First info from the GT 5 stands.
http://www.gtplanet.net/karting-monza-skidmarks-more-in-gt5-gamescom-2010-demo-full-details/

Karting, Monza and special surprise for haters - skidmarks! :p

Track editor also confirmed
GT5’s new karting mode is revealed, along with the debut of the Autodromo Nationale Monza circuit! Andreas of InsideSimRacing also noticed that skidmarks are visible on the tarmac (see video above, though it’s not from Andreas), and a non-functioning “course maker” option was visible in the menus.

Interview with Kaz and GT 5 events starts at 9:00 AM CET
 
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Karting mode huh ? I'll see how it compares to Modnation Racer and Mario Kart.

According to some Famitsu translation, dynamic weather is also supported. Any confirmation on that ?

EDIT:
More...
http://www.neogaf.com/forum/showpost.php?p=22875364&postcount=164

Gran Turismo 5 Update (added 12:36)

It looks like there's a Kaz interview in Famitsu this week. I haven't been keeping up with GT5, so I'm not sure what's new, but here's what Game Jouhou has in its summary:

* The game includes elements surrounding the driver's personality, strength and mental condition.
* There's importance placed on driver management
* During endurance races, you can swap out drivers
* The weather will change in real time during races
* The game will have racing modifications, although not for all cars
 
Course Maker confirmed in Japan marketing:
http://www.andriasang.com/e/blog/2010/08/18/gt5_date_and_blue_ps3/

The package shows a logo indicating the game to be 3D compatible. This is just one of the specs listed in the spec list included in Sony's press release. The full list reads:

Online: Communication
Car Count: Over 1,000 planned
Course Count: Over 20 locations and 70 variations planned
A-Spec Mode/B-Spec Mode Included
Course Maker Functionality
3D Play Compatibility
Face Tracking Functionality
Can carry car data over from PSP Gran Turismo

I wonder what happened to the data collection tool we saw last year.

Japan also get 160Gb Titanium Blue PS3.
 
Heh heh, looks like they are still nailing down the details:
http://www.racesimcentral.com/news/2010/08/gran-turismo-5-first-gamescom-update/

Read it at your own risk.

Here’s his notes from yesterday..

- there might be additional online content/DLC coming; it’s a possibility
- there’s still lots to be uncovered about GT5
- it was Kaz’s idea to include the Top Gear Track because he watches/likes the show
- Top Gear opens up the GTv franchise to a new audience
- the SLS that can be won with the SE competition will be open to everybody and everybody will get a chance to do well in it, it’s not driving skills only
- track editor may or may not be in
- PSP integration is still unclear whether you can sync your garage and how but there’s definitly going to be some sort of integration
- he’s not the best driver but he’s good enough; some people at the Sony office don’t want to race because they’re embarrassed of not being a good driver
- you don’t have to go through a driving test if you want to get into working for Sony/PD
- Europe marketing with licensing, legal, etc.
- no Porsche because of tight agreement with EA; but there’s Ruf; and there might be a change later on
- but they do negotiate Top Gear and Red Bull Racing in Europe
- Standard vs. Premium: there has been confusion but it will all be cleared by Kaz later
- his favorite track: Silverstone; in the game: Tokyo; favorit car: Lamboghini Stealth fighter

...

- when asked about trying out a Standard car he pointed me towards the Jaguar; he said it’s sort-of
Standard although it said Premium
- Kaz is going over tomorrow’s presentation today so he’s not at the conference

The Demo:
- no time limit
- carts were playable on one track
- day/night transition in Toscana
- no real damage
- only premium cars
- new build that was just delivered
- another build will be used at the Sony booth later
...

- track maker that was not usable

...

- 3D demo used different glasses then what we received for the big screen demos
- Toscana w/out driving light in the dark in 3D was cool
 
Thanks for the link!

I am a little bit surprised, but for me the driving physics look way off with respect to drifting!!
The drifting seems to be very 'arcady', ridge racer comes to my mind when I watch this?!

Ever karted in real life? Not that we know with which settings the game is being played, but karting is really something else.

Here's more on the course creation. It seems to be in, though it's not completely free-form:

http://uk.ps3.ign.com/articles/111/1113842p1.html

Rather than being a fully featured editor – a feature that, Yamauchi confessed, was tinkered with but deemed too complex – the course maker allows players to select certain set parameters to create a track. A theme can be selected, with the Belgian High Fens or Toscana two examples, and the individual track sectors are then defined.

Sectors are edited individually, with frequency of curves, sharpness of corners, degree of topography and banking angle are set with a series of sliders.
 
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